| 11-17-2002, 03:12 PM | #1 | |
Guest | Quote:
Thanks for your time! Care. |
| 11-17-2002, 04:32 PM | #2 |
Read my reply i explain why remove is bad. Its basically that it remains in memory. Its the same command as hide except theres a boolean that says retreivable True for a Hidden Unit, and False for a removed unit it still stored in memory and thus lagious cuz of it. |
| 11-17-2002, 04:41 PM | #3 |
Guest | How do you know for a fact that it's stored in memory? Thanks in advance for any reply you have time to make! Care. |
| 11-17-2002, 06:11 PM | #4 |
Doesn't make any sense whatsoever that it's stored in memory because a removed unit is permenently removed from the game. Or that's what's supposed to happen anyways. |
| 11-17-2002, 11:08 PM | #5 |
Heaven do the test yourself place roughly 2000 units (or until the point where it'll be real laggy on your PC singleplayer) remove them all, the lag will drop but notice the lag still is there. But explode them all (there should be serious lag spike while there all dying) but once the animation is done you'll notice the lag is for the most part gone. Yes its seems there are memory leaks linked to units in general and the remove command... |
| 11-17-2002, 11:13 PM | #6 |
It's possible to prove the removed unit's stay in memory, as I learned during the beta: Create a trigger. Events Every 2 seconds Actions If paladin is in (playable map area) then display text, "Still in memory" Then another trigger Events Map Init Actions Remove paladin Unhide paladin You can't see him but it'll display, "Still in memory," over and over. |
| 11-18-2002, 01:37 AM | #7 |
Guest | However I did the same periodic event thing with two units, one removed, one exploded.. both stay in the memory, I didn't even have to unhide them. |
| 11-18-2002, 02:01 AM | #8 |
Then you clearly did it wrong..Edit: Don't use paly use a solider like unit heroes I think are forced to stay in memory. Edit: intrestingly enough you sir are correct. I'm thinking the test itself is flawed. A better comparision would be coord data I think as a removed unit retains coord data. (i think anyway, hidden units do). But if an exploded unit may retain its death location as well. |
| 11-18-2002, 02:07 AM | #9 |
Guest | Trigger 1: Event - Map intialization Actions - Explode Peasant 001 Trigger2: Event - Periodic Time event, every 2 seconds Action - If Playable map area contains unit Peasant 001 display test "weaaddar doesn't know what he's talking about ;)" |
| 11-18-2002, 02:13 AM | #10 |
Sorry, I'm quick to back DA he ussually knows what hes talking about :) OFcourse he has been on occasion wrong lets not forget the incident where he thought hitting escape actually ended transmissions without you having to trigger a thing to it. |
| 11-18-2002, 02:38 AM | #11 |
Guest | Well.. no, he's right.. removing a unit doesn't remove it from memory.. so his script would work just ducky-fine. However.. the samething happens when you explode a unit... it doesn't go *poof*, it's just like killin git, or removing it.. it's still in memory.. which really doesn't help. |
| 11-18-2002, 04:42 AM | #12 |
Ok well this is all well and good but I honestly can't see why you'd ever need to remove that many units... |
| 11-18-2002, 07:34 AM | #13 |
Guest | I'm having this problem right now.. but it's not working with the explode thing. So I think I'm gonna have to just do a lot of hife/unhiding... |
| 11-18-2002, 08:03 PM | #14 |
Guest | I take it no one has ever asked Blizzard about this? Care. |
| 11-18-2002, 08:26 PM | #15 | |
Quote:
You might want to try not using Map Init on this trigger everyone knows how buggy it is. |
