| 11-27-2002, 09:35 PM | #1 |
From what I understand, when one player is in control of an extremely large number of units, the units do not move correctly. And it has become evident in the map I am creating. My map deals with one large wave of units; I have players 11 and 12 set aside to help take some weight off (as opposed to giving them all to Neutral Hostile or one player). But it doesn't fix the problem, only delays it. One thing I noticied is that only the newly created units become unresponsive. When one unit is killed, a unit that was previously unresponsive would move. I was wondering how to deal with this problem. Possibly a trigger set to turn off the trigger that spawns them after a certain number of units are on the map? Then one that turns it on after that number falls below a certain value? If that is the case, does anyone know how many one player can have before this problem arrises? Any help would be appreciated :D |
| 11-27-2002, 10:16 PM | #2 |
Guest | The trigger part is easy. Just set a condition on the spawning trigger that checks to see if the # of units is less than X. Figuring out how many units to set X to is another story. Trial and error is the key I guess. In my experience (with my Armor mod, based on John Steakley's novel of the same name), having more than 125 bugs caused ALL of the bugs to slow down. And the slowdown was incremental, not black and white. The more bugs after 100 the slower they all reacted. I imagine this would vary based on host CPU speed as well. I have never tried splitting up the teams (i.e., 125 + 125) but in another mod I was working on (Front Lines: Grab a Sword, Fight the Horde!) I had two teams of 125 and everything seemed ok. Just my thoughts. Care. |
| 11-27-2002, 11:25 PM | #3 |
Thanks a lot. Actually, I just realized that the problem might lie in my triggers too. I read somewhere that conditions Or and And don't work :/ ---------- Defines number of units spawned --------------------------- If (i less than or equal to 3) then do (Set Frequency = 1) else do (if (i equal to 5) or (i equal to 6) or (i equal to 9) or (i equal to 10) do (Set Frequency = 2) else do (Set Frequency = 3) For each (Integer A) from 1 to Frequency, do (Unit - Create 1 Type(i) for (Random player from (All allies of Player 11) at (Random point in StartZone <gen>) facing 270.00 degrees) For each (Integer A) from 1 to Frequency, do (Unit - Order (Last Created Unit) to Attack-Move To (Random point in EndZone <gen>)) My concern was that, although this trigger seem to work (at least until the map gets bogged up with too many units), wouldn't the third action only order one unit to move? I mean, if it spawned 2 units, wouldn't it order the last created unit to attack-move to EndZone twice? Also I don't really have a way to check if it's spawning the correct number of units (it spawns too fast :/ ) |
