| 01-04-2004, 11:34 AM | #1 |
Could this be the cause to the lag in my map? Stealth End Events Unit - A unit Is attacked Conditions Actions Unit - Remove Stealth (invis) from (Attacking unit) |
| 01-04-2004, 12:16 PM | #2 |
Try disabling it and see what happens? |
| 01-04-2004, 12:50 PM | #3 |
Nah i just wanna know if it causes lag to have an event that happens so often and do that. Anybody know? |
| 01-04-2004, 01:13 PM | #4 |
Do you have periodic events? The stealth thing, is it always on? |
| 01-04-2004, 02:21 PM | #5 |
Why dont you TRY to disable it. And SEE if it LAGS. lol. |
| 01-04-2004, 08:53 PM | #6 |
Lol my map lagged b4 this too, but i wanna know if this is one of the cause(s)! I mean if this is very heavy for the game to do every time a unit dies, or maybe doing something it cant (removing invis from a unit without invis)...... I have totally avoided periodically events so far, so i just need to know if this trigger cud cause lag=) |
| 01-04-2004, 08:57 PM | #7 |
Well having many units in your map can make it lag. But maybe thats not the cause, I think that trigger alone wouldn't cause any lag but maybe if you have many of the same or something... |
| 01-04-2004, 08:59 PM | #8 |
Strange then... i cant find any other triggers that activates this often, or works against eachother. Got one that checks everytime a unit dies if the owner of dying unit has 0 food left... but thats everytime they die, not very often with 5 units each (7 players).... |
| 01-04-2004, 09:08 PM | #9 |
Try adding all units that receive invis to a unit group. Then add a condition to that trigger, Attacking unit is in InvisGroup. |
| 01-04-2004, 09:11 PM | #10 |
It shouldn't be the cause. |
| 01-05-2004, 08:14 AM | #11 |
k thanks for all answers |
| 01-05-2004, 08:32 AM | #12 |
i run a periodic .1 sec trigger all game and my map is fine. it does more than your stealth one. lag is more likely from lots of units, or mem leaks than periodic triggers or common events. |
| 01-05-2004, 08:47 AM | #13 |
curi is quite right. As an expirment I created ~500 triggers firing on the generic unit is attacked event and created a nice battle, there was no significant lag (altough the triggers used quite a bit of memory). Lag is caused by memory leaks, especially painful on computers with only 128mb ram, and in bad cases those with 256mb ram. Particullary awful trigger & map design will lag any computer, especially if theres a great many "pick every unit in range" actions happening. |
| 01-05-2004, 12:33 PM | #14 |
Ok thx alot for those answerS=).... I deffinately dont have many units, and the lag is L.A.G, not that the game hacks alittle, its that there come up a timer and all players and u can press "drop" (u know what i mean). But it can be another thing. I use map protector every time i test the map on b.net, and every time i protect a map and start warcraft, it causes HUGE lag, even in the menus. So i restart computer and the "menu-lag" is gone (have to do that every time i map protect something). Cud it be the map protector that causes this mass lag? |
| 01-05-2004, 08:32 PM | #15 |
yes it sounds like the map protector is buggy. try it without protecting. if you want protect from n00bs by hand like this: open with mpq editor and delete these files (backup first of course): war3map.wtg (generated triggers) war3map.wct (custom triggers) war3map.w3c (cameras) war3map.w3r (regions) war3map.w3s (sounds) they are all for WE only. map will still run. then delete the listfile. yes this protection can be beaten, but so can ALL protection, so it doesn't make much difference. this will be sufficient to stop n00bs. |
