Auparently a LOT of people lag in my map (Halo) are being very very slow(lagging). this result in having 6-7 players leaving in the first 5 mins. not fun...
i dont understand, i seem to have fixed ALL leaks...here are some examples of my triggers..
Sniper Riffle
the trigger i think leak the most:
I have 7 similar to this, all the weapons use nearly the same triggers.
"Shield Get Hit" Trigger, activated via Sniper Move trigger above
Shield Regeneration, activated in trigger above
Wep Respawns.
Spartan Death and Respawn
Trigger:
Spartan Die 1

Events

Conditions


((Dying unit) is Mechanical) Equal to False


(Owner of (Dying unit)) Not equal to Neutral Passive


((Owner of (Dying unit)) is in (All allies of Player 1 (Red))) Equal to True

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Killing unit) belongs to an enemy of (Owner of (Dying unit))) Equal to True



Then - Actions




Game - Display to (All players) for 3.00 seconds the text: ((Name of (Owner of (Killing unit))) + ( has killed + (Name of (Owner of (Dying unit)))))




Set Deaths[(Player number of (Owner of (Dying unit)))] = (Deaths[(Player number of (Owner of (Dying unit)))] + 1)




Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)




Set AAAAKillingSpree[(Player number of (Owner of (Dying unit)))] = 0




Multiboard - Set the text for (Last created multiboard) item in column 3, row ((Player number of (Owner of (Killing unit))) + 1) to (|c000000FF + ((String(Kills[(Player number of (Owner of (Killing unit)))])) + |r))




Multiboard - Set the text for (Last created multiboard) item in column 4, row ((Player number of (Owner of (Dying unit))) + 1) to (|cffFF0000 + ((String(Deaths[(Player number of (Owner of (Dying unit)))])) + |r))



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Killing unit) belongs to an ally of (Owner of (Dying unit))) Equal to True




(Owner of (Killing unit)) Not equal to (Owner of (Dying unit))



Then - Actions




Set Deaths[(Player number of (Owner of (Dying unit)))] = (Deaths[(Player number of (Owner of (Dying unit)))] + 1)




Set AAAAKillingSpree[(Player number of (Owner of (Dying unit)))] = 0




Multiboard - Set the text for (Last created multiboard) item in column 4, row ((Player number of (Owner of (Dying unit))) + 1) to (|cffFF0000 + ((String(Deaths[(Player number of (Owner of (Dying unit)))])) + |r))




Game - Display to (All players) the text: (|Cffff0000 + ((Name of (Owner of (Killing unit))) + ( betrayed + (Name of (Owner of (Dying unit))))))



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Owner of (Killing unit)) Equal to (Owner of (Dying unit))



Then - Actions




Set Deaths[(Player number of (Owner of (Dying unit)))] = (Deaths[(Player number of (Owner of (Dying unit)))] + 1)




Set AAAAKillingSpree[(Player number of (Owner of (Dying unit)))] = 0




Multiboard - Set the text for (Last created multiboard) item in column 4, row ((Player number of (Owner of (Dying unit))) + 1) to (|cffFF0000 + ((String(Deaths[(Player number of (Owner of (Dying unit)))])) + |r))




Game - Display to (All players) the text: (|Cffff0000 + ((Name of (Owner of (Dying unit))) + has commited suicide))



Else - Actions


Game - Display to (Owner of (Triggering unit)), at offset (0.00, 0.00) for 1.00 seconds the text: Respawn in............


Wait 1.00 seconds


Game - Display to (Owner of (Triggering unit)), at offset (0.00, 0.00) for 1.00 seconds the text: Respawn in............


Wait 1.00 seconds


Game - Display to (Owner of (Triggering unit)), at offset (0.00, 0.00) for 1.00 seconds the text: Respawn in............


Wait 1.00 seconds


Player - Set (Owner of (Triggering unit)) Current lumber to 2


Set TempPoint1 = (Random point in RedBase <gen>)


Set TempPoint2 = (Center of BlueBase <gen>)


Unit - Create 1 Spartan (Light Armor) for (Owner of (Triggering unit)) at TempPoint1 facing TempPoint2


Unit - Add Invulnerability to (Last created unit)


Set GUY[(Player number of (Owner of (Last created unit)))] = (Last created unit)


Hero - Create Plasma Pistol and give it to (Last created unit)


Hero - Order (Last created unit) to use (Last created item)


Set AAPlasmaArrayGold[(Player number of (Owner of (Triggering unit)))] = 100


Set AARodGunArray[(Player number of (Owner of (Triggering unit)))] = 80


Set AAShotgunArrayGold[(Player number of (Owner of (Triggering unit)))] = 12


Set AASniperArrayGold[(Player number of (Owner of (Triggering unit)))] = 4


Set AARocketArrayGold[(Player number of (Owner of (Triggering unit)))] = 2


Set AARiffleArrayGold[(Player number of (Owner of (Triggering unit)))] = 60


Set AAFlameArrayGold[(Player number of (Owner of (Triggering unit)))] = 60


Set AANeedlerArrayGold[(Player number of (Owner of (Triggering unit)))] = 20


Set AAPistolArrayGold[(Player number of (Owner of (Triggering unit)))] = 12


Set TempPoint3 = (Position of (Last created unit))


Camera - Pan camera for (Owner of (Triggering unit)) to TempPoint3 over 0.00 seconds


Selection - Select (Last created unit) for (Owner of (Dying unit))


Unit - Remove (Dying unit) from the game


Custom script: call RemoveLocation (udg_TempPoint1)


Custom script: call RemoveLocation (udg_TempPoint2)


Custom script: call RemoveLocation (udg_TempPoint3)
Weapon changes (only listen changes for Assault riffle. its all the same thing, for different weps, anyway.)
Could any pro map maker tell me what's leaking? i'd be glad...its just very frustrating to have a map and not being able to play it because people with weak comps are lagging....