| 10-16-2002, 01:43 AM | #1 |
Guest | I have just created a map and it is extremely laggy online. The longer it is played the worse it gets. The map is a remake of Marine Ranchers and so it uses several triggers which run on timers and it has a unit spawn for each player ever six players. In a usual game there are 8 players so this I assume can really cause some lag. But the truth is I have no idea what is causing the lag or what causes lag period. If somebody could enlighten me on what causes lag and/or general tips on reducing lag in maps I would be extremely thankful. Dark JoJo :gsmile: |
| 10-16-2002, 02:51 AM | #2 |
Guest | it might be because you have too much triggers running at the same time. having 6 triggers running at each 0.05 seconds of game time doesnt help alot reducing speed, you might then consider trying to condense your triggers. It might also be because theres too much units of the map, like if every 8 players have 200 rines sitting in their base. |
| 10-16-2002, 06:03 AM | #3 |
Guest | What about if i have three triggers that run in 30 second intervals checking to see if players are currently player, if anybody has left the game, and if a slot is un-used (using all three to make sure units are removed for players no longer playing); upon one of the triggers seeing somebody isnt playing it is set to remove the player. Would this count as having triggers that remove units? And if so how should I remedy this to successfully drop players who are no longer in the game, removing all of their buildings and units? |
| 10-16-2002, 08:39 AM | #4 |
Guest | Okay I've condensed those three 30 sec triggers into one 20 second trigger. It still performs all three player status checks but its all in one trigger now. The map still lags to hell and back though. Towards the end its just impossible to play. The marines spawn in 7 second intervals like the original marine ranchers. I just cannot for the life of me figure out why it is lagging so horribly bad. It is snowing over the entire map. A light snow. Would that contribute at all? Any ideas on how I could fix this or if anyone would be willing to take a look at the map and see if you can figure it out, I would appreciate it greatly. I am in dire need of assistance. HELP ME!! :( |
| 10-16-2002, 12:14 PM | #5 |
Guest | The weather will lag it a lot. Also, the amount of marines will lag it a lot. I have that problem when playing Golems...so many units it starts to lag really bad because of all the unit animation's playing at once. |
| 10-16-2002, 05:14 PM | #6 |
Guest | e-mail me the map i'l be glad to help you out [email protected] you could also try making a trigger not to remove the unused units but simply to kill them. |
| 10-16-2002, 05:43 PM | #7 |
Instead of using a time interval trigger for the Marines, try making a trigger that does whatever, then waits 7 seconds, then starts itself again. Just a possibility. Prolly don't help, though. :WD: |
| 10-16-2002, 05:48 PM | #8 |
The game automatically keeps a record of every single unit, item, etc that enters the game. That way if someone tried to save a replay it would know what units there were to put them in the replay. Creating too many units is a big problem. Every 7 seconds is a lot especially if your making large numbers of units. The game also has to keep a record of units' HPs and things. So madness maps get really crazy lag because there are so many units that the game has too keep track of! Hint: Don't make madnesses! Ok I'm not sure if it would help much but you could have an invisible paladin on the map and make a trigger. Whenever a unit dies the paladin is moved to wherever he dies, casts resurrection on the dead unit, and the revived unit is moved elsewhere until it needs to be brought wherever it should be "spawned". I'm not sure if it will really help but it might since the game doesn't need to keep track of a large number of units and instead just keeps track of smaller numbers of units that are constantly dying and reviving!:gsmile: At some point there will not be enough dead units to move to the spawning area, so when the units are supposed to spawn, move all the revived units to the spawn and then spawn a number of units equal to the number supposed to be spawned-the number that were brought back from dead. I'm not sure if this will help but I guess it's worth a try. The paladin's spell animations would still show up to rez things every time they died... Make sure the trigger checks which units he revived (since 6 are brought back at once) so that only those 6 can be moved out. Also make sure the paladin has plenty of mana refreshment ![]() |
| 10-17-2002, 02:36 AM | #9 |
Guest | some1 tell me if im wrong but you can just make a trigger to cast resurect where units die instead of making a pally move around the map casting it. but with your idea what would happen when no1 has dead units, like when their sitting around their base massing a large army, there would be no bodies to resurect, and then again, if you would put a reserve of fresh troops to appear whenever theres no bodies left the players would have a unit limit, meaning armies would stop massing at some point, which is kinda sad for a madness. |
| 10-17-2002, 04:17 AM | #10 |
Just reduce the amount of units any one player can have at a time. Like make your marines cost say 1 food each, and if the player has 70 or more food than don't make any more. |
| 10-17-2002, 04:27 AM | #11 |
A bunch of things: 1. Lots of items lag more than lots of units (not sure why) 2. The triggers you described going every 30 seconds shouldn't cause any lag -- how frequently does your timer go off? Consider making it go off less frequently but spawn more units each time. 3. Make sure you're deleting any special effects you're creating 4. Make sure you're deleting any weather effects you're creating (not just turning them off) 5. Setup a trigger: Event Unit Dies Action Wait 5 seconds Remove unit This should help reduce the lag, especially since it removes corpses. (the wait 5 seconds will work in multiplayer in this case, I have tested it, and the death animation will still play) |
| 10-19-2002, 07:33 AM | #12 |
Guest | Would clearing the game cache at any time during the map improve lag? Also will removing the corpses of everyone who dies create more lag in the end like Gannon mentioned above? |
| 10-19-2002, 07:34 AM | #13 |
Guest | Hrm... nevermind I see you cannot clear the game cache but I wonder is this possible? Dont forget the other question in the post above though =) |
