| 08-17-2005, 11:06 PM | #1 |
Yes I know, I'm a man of 1000 mapping problems, but the spawning triggers I use are making my map seem jumpy from the start. Take a look, this is the Spawn Trigger: Saibamen Events Time - Elapsed game time is 5.00 seconds Conditions Actions For each (Integer A) from 1 to 10, do (Actions) Loop - Actions Set JellyPoint[13] = (Random point in Saiba1 <gen>) Unit - Create 1 Saibaman for Neutral Hostile at JellyPoint[13] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 10, do (Actions) Loop - Actions Set JellyPoint[18] = (Random point in Saiba2 <gen>) Unit - Create 1 Saibaman 2 for Neutral Hostile at JellyPoint[18] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 15, do (Actions) Loop - Actions Set JellyPoint[12] = (Random point in Saiba2a <gen>) Unit - Create 1 Saibaman 2 for Neutral Hostile at JellyPoint[12] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 7, do (Actions) Loop - Actions Set JellyPoint[19] = (Random point in Saiba2b <gen>) Unit - Create 1 Saibaman 2 for Neutral Hostile at JellyPoint[19] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 3, do (Actions) Loop - Actions Set JellyPoint[20] = (Random point in Saiba2c <gen>) Unit - Create 1 Saibaman 2 for Neutral Hostile at JellyPoint[20] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 50, do (Actions) Loop - Actions Set JellyPoint[11] = (Random point in Saiba3 <gen>) Unit - Create 1 Saibaman 3 for Neutral Hostile at JellyPoint[11] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 25, do (Actions) Loop - Actions Set JellyPoint[21] = (Random point in Saiba3a <gen>) Unit - Create 1 Saibaman 3 for Neutral Hostile at JellyPoint[21] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 10, do (Actions) Loop - Actions Set JellyPoint[22] = (Random point in Saiba3b <gen>) Unit - Create 1 Saibaman 3 for Neutral Hostile at JellyPoint[22] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 10, do (Actions) Loop - Actions Set JellyPoint[23] = (Random point in Saiba3c <gen>) Unit - Create 1 Saibaman 3 for Neutral Hostile at JellyPoint[23] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 15, do (Actions) Loop - Actions Set JellyPoint[10] = (Random point in Saiba45a <gen>) Set JellyPoint[9] = (Random point in Saiba45a <gen>) Unit - Create 1 Saibaman 4 for Neutral Hostile at JellyPoint[9] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Unit - Create 1 Saibaman 5 for Neutral Hostile at JellyPoint[10] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) For each (Integer A) from 1 to 10, do (Actions) Loop - Actions Set JellyPoint[10] = (Random point in Saiba45a <gen>) Set JellyPoint[9] = (Random point in Saiba45a <gen>) Unit - Create 1 Saibaman 4 for Neutral Hostile at JellyPoint[9] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Unit - Create 1 Saibaman 5 for Neutral Hostile at JellyPoint[10] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 5, do (Actions) Loop - Actions Set JellyPoint[24] = (Random point in Saiba45b <gen>) Unit - Create 1 Saibaman 5 for Neutral Hostile at JellyPoint[24] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Unit - Create 1 Saibaman 4 for Neutral Hostile at JellyPoint[24] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 25, do (Actions) Loop - Actions Set JellyPoint[8] = (Random point in Saiba6 <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[8] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 25, do (Actions) Loop - Actions Set JellyPoint[8] = (Random point in Saiba6 <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[8] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 25, do (Actions) Loop - Actions Set JellyPoint[8] = (Random point in Saiba6 <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[8] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 25, do (Actions) Loop - Actions Set JellyPoint[8] = (Random point in Saiba6 <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[8] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 5, do (Actions) Loop - Actions Set JellyPoint[25] = (Random point in Saiba6a <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[25] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 5, do (Actions) Loop - Actions Set JellyPoint[26] = (Random point in Saiba6b <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[26] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 5, do (Actions) Loop - Actions Set JellyPoint[27] = (Random point in Saiba6c <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[27] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 10, do (Actions) Loop - Actions Set JellyPoint[28] = (Random point in Saiba6d <gen>) Unit - Create 1 Saibaman 6 for Neutral Hostile at JellyPoint[28] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 75, do (Actions) Loop - Actions Set JellyPoint[7] = (Random point in Saiba7 <gen>) Unit - Create 1 Saibaman 7 for Neutral Hostile at JellyPoint[7] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 50, do (Actions) Loop - Actions Set JellyPoint[6] = (Random point in Saiba8 <gen>) Unit - Create 1 Saibaman 8 for Neutral Hostile at JellyPoint[6] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 10, do (Actions) Loop - Actions Set JellyPoint[29] = (Random point in Saiba8a <gen>) Unit - Create 1 Saibaman 8 for Neutral Hostile at JellyPoint[29] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds For each (Integer A) from 1 to 15, do (Actions) Loop - Actions Set JellyPoint[5] = (Random point in Saiba9 <gen>) Unit - Create 1 Saibaman 9 for Neutral Hostile at JellyPoint[5] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds Point - Remove JellyPoint[5] Point - Remove JellyPoint[6] Point - Remove JellyPoint[7] Point - Remove JellyPoint[8] Point - Remove JellyPoint[9] Point - Remove JellyPoint[10] Point - Remove JellyPoint[11] Point - Remove JellyPoint[12] Point - Remove JellyPoint[13] Point - Remove JellyPoint[18] Point - Remove JellyPoint[19] Point - Remove JellyPoint[20] Point - Remove JellyPoint[21] Point - Remove JellyPoint[22] Point - Remove JellyPoint[23] Point - Remove JellyPoint[24] Point - Remove JellyPoint[25] Point - Remove JellyPoint[26] Point - Remove JellyPoint[27] Point - Remove JellyPoint[28] Trigger - Destroy (This trigger) This is a smaller, less complicated spawn: Androids Events Time - Elapsed game time is 45.00 seconds Conditions Actions For each (Integer A) from 1 to 50, do (Actions) Loop - Actions Set JellyPoint[15] = (Random point in Aspawnb <gen>) Unit - Create 1 Android 7 for Neutral Hostile at JellyPoint[15] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 15.00 seconds For each (Integer A) from 1 to 100, do (Actions) Loop - Actions Set JellyPoint[4] = (Random point in Amainspawn <gen>) Unit - Create 1 Android 7 for Neutral Hostile at JellyPoint[4] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 10.00 seconds For each (Integer A) from 1 to 100, do (Actions) Loop - Actions Set JellyPoint[4] = (Random point in Amainspawn <gen>) Unit - Create 1 Android 7 for Neutral Hostile at JellyPoint[4] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 30.00 seconds For each (Integer A) from 1 to 50, do (Actions) Loop - Actions Set JellyPoint[14] = (Random point in Aspawna <gen>) Unit - Create 1 Android 7 for Neutral Hostile at JellyPoint[14] facing (Random angle) degrees Unit Group - Destroy unit group (Last created unit group) Wait 1.50 seconds Point - Remove JellyPoint[4] Point - Remove JellyPoint[14] Point - Remove JellyPoint[15] Trigger - Destroy (This trigger) I'm almost positive that it is these triggers causing the jumping, because it didn't happen until I just put them in. I have a few other spawning triggers that are identical to the second one, but they don't run until much later in the game. Anyone see the problem? |
| 08-17-2005, 11:52 PM | #2 |
what exactly is jumping? Lag? Anyways the first time you run a trigger especialy a large trigger there is bound to be a little lag. Anyways... you might want to post the JASS code it might help |
| 08-17-2005, 11:52 PM | #3 |
Nevermind I fixed this, I had one of the spawn triggers trying to spawn in JellyPoint[300] when I set the variable to [30]. Woops ;). And no it wasn't just lagging during the trigger, it would make the entire duration of the game jumpy. |
