HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

What triggers cause lag?

11-28-2003, 09:19 PM#1
Freak
Well? Which conditions/event/actions cause lag and how can it be fixed?
11-28-2003, 10:38 PM#2
UltimateJim
create unit triggers in massive amounts cause lag, and playing alot of sounds @ 1 time cause lag, im sure there are other things
11-28-2003, 11:06 PM#3
Norbo
Checking a large quantity of units for a value.. Such as health. If you check more than around 20 for health above something like.. eh.. 1200, you should be able to feel the grind unless your on a pretty good computer.

Ordering large amounts of units around causes 'unit lag'.. Not sure how to explain it, but I'm sure you've seen it before.. you know.. whenever the units just don't respond to orders quickly.

Creating just about anything at a really fast pace or all at once will cause it to lag too.
11-28-2003, 11:29 PM#4
JaNa
Creating about 50 units then trying to send them somewhere, at least the way I do it, it gets very laggy...sometimes none, or some of them don't even move:(
11-29-2003, 01:07 AM#5
Saik
making a trigger that loops onto itself an infinite number of times creating a lightning bolt each time creates lag.

Lots of lag.

Enough lag i couldn't even close warcraft and i had to restart the comp...
11-29-2003, 01:37 AM#6
Hunter0000
Quote:
Originally posted by Norbo
Ordering large amounts of units around causes 'unit lag'.. Not sure how to explain it, but I'm sure you've seen it before.. you know.. whenever the units just don't respond to orders quickly.


Nope, that can be fixed, using a little workaround(forget exacty, but I have a map with it somewhere) you can order groups of 12 units, witch will move instantly, and seemlessly
11-29-2003, 01:57 AM#7
theJ89
Beware of text tag triggers. Texttags are known as "Floating Text". As you might know, floating text dissapears on it's own. The problem is, it STAYS IN THE GAME, although not visible. If there are triggers that make floating text a lot, this will result in EVERY player's memory being filled up. The way to fix this is to always destroy the floating text. Here's an example.

Create Floating Text
Set FloatingTextVar=Last Created Floating Text
wait however long
Destroy FloatingTextVar

:)
11-29-2003, 07:16 AM#8
zotax
Anything periodic, eg event: every 1 sec of gametime.
Hey hunter000 could you PM/post that map u were talking about, illd like to have a look about how its done.
11-29-2003, 08:24 AM#9
Freak
Thanks people, keep em coming. Maybe I will make a small article out of this.

Of course, everyone will get credit, Ill just credit myself for putting it togheter.

Good idea or not?
11-29-2003, 03:20 PM#10
Dead-Inside
Running big loops, and running loops with waits (of all kinds) often result in lagg, and can result in server-splits in worst case senario (This doesn't happen often but it can).

Regards
Dead-Inside
11-29-2003, 03:26 PM#11
Hunter0000
here we go, this paticular trigger moves 10 units at a time.

Actions
Unit - Create 10 (Unit-type of (Triggering unit)) for Player 10 (Light Blue) at (Center of S Spawn <gen>) facing Default building facing degrees
Unit Group - Add all units of (Random 10 units from (Random 10 units from (Units in S Spawn <gen> owned by Player 10 (Light Blue)))) to Pre_Move
Unit Group - Pick every unit in Pre_Move and do (Unit - Move (Picked unit) instantly to ((Center of S Spawn <gen>) offset by (0.00, -600.00)))
Unit Group - Add all units of (Random 10 units from Pre_Move) to Move
Unit Group - Remove all units of Move from Pre_Move
Unit Group - Order Move to Attack-Move To (Center of S East WP 1 <gen>)
Unit Group - Remove all units from Move

Pre_Move is a unit group, along with Move. This way of moving can cause up to 12 units to move simoltaniously.
11-29-2003, 05:55 PM#12
Zechnophobe
Periodic events seem to cause a lot of problems with my maps, especially when you use Order Unit actions in them.

I had a similar problem as someone above, with ordering a large number of units at once via a Periodic. I swapped it around a bit so that it wasn't all at once, nor was it done through a Periodic, and it worked a lot better.

I shudder to think how the Event control on the Periodics work, if it causes problems... something like "Is it time NOW" Queried by the comp every .1 secs.
11-29-2003, 06:18 PM#13
chemo
the Ultimate lagg trigger:

E: unit begins casting a spell
C: Unit type equal to MUAHAHA
A: Pick every units in playablemap and Pause picked unit
pick every units owned by owner of casting unit and UnPause picked unit
Wait 30.00 seconds
Pick every units in playablemap and Unpause picked unit



i also got a solution for this trigger... u have to turn it off at the very start.. then it won't lagg at all-.. but thoose who didnt try this trigger... try it out :D