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Trigger Lag and Granting Invis Detection

08-21-2004, 04:16 AM#1
Phyvo
Quote:
Anyways, I figured out how to do it with triggers. However, this requires that you sacrifice the funcionality of one of the two invisibility types (burrowed or normal).

Basically, you have a trigger where every n seconds it picks all units and creates a special unit at the first unit's location. This special unit would have the ghost ability, perhaps look like footprints or anything else you'd like, and would also have the "locust" ability so that it would be unselectable. Then, you add an expiration timer to the created unit (It's an action in the Unit section), setting it at x seconds. Finally, you make an ability for the tracking unit, which allows it to see burrowed units whenever you want it to. Viola!

This is a post I made in the general dev section of wc3campaigns, after I realized a way of remaking the headhunter's tracking ability from W3 alpha. I'm trying to get this to work, but it is choosing to be both laggy and non-working.

First of all, I would like to know if there's a better way to do a recursive trigger, or one that runs every x seconds. Right now, my trigger is generating a lot of lag, and it's frustrating.

Moreover, I'd like to know why my Truesight burrowed-only ability isn't working.... is there something about adding truesight to a unit via triggers that makes it not act normally? It's just getting to be a big pain...
08-21-2004, 05:02 AM#2
Mythmon
ive heard of some bug that had something to do with burrowing/invisible detection, i think ti said that detection was bugged and that the different options for detection were like this

TYPE BURROWED DETECT INVIS DETECT
none no no
invis only yes yes
burrow only no no
both yes yes

now, dont quote me, i may be wrong...
have you tried giveing aunit the abilitie by default

PS, good job figuring out a method to do this
08-21-2004, 12:42 PM#3
Phyvo
Well, I tested a burrow detection ability on the units by default, and it worked. I guess it was because of my trigger-happiness of adding to the unit and then removing it... I can make a workaround, however, if I can't cut the lag down, this isn't going to be suitable for most mapmaking. I'm doing on of those recursive actions, which goes something like this:

Actions:
Do stuff
Wait n seconds
run (this trigger)

This is because I heard that having an "every n seconds" event that happens more then every 2 seconds is bad, lagwise. I can try to make my actions in this trigger more efficient, etc, but I'd like to know if there is anything else I can do.