| 05-31-2006, 08:54 PM | #2 |
OUch, I would probably find another way of doing this. Selecting a unitgroup every .01 seconds of game is gonna lag no matter what you do with this. You should only need to group once instead of twice and just throw the bottom set of actions at the bottom of your first group. On your if/then/else in the second group, you'll notice that you are setting new if/then/else when you could be throwing them in the else section above it. The whole thing confuses me since picked unit is different variables. It also looks like the condition you set for the last action is checking the unit facing. Shouldn't you be checking for the range? |
| 05-31-2006, 08:55 PM | #3 |
Thanks for your reply. i wasn't sure if anyone would actually answer! LOL The lag issue wasn't really my primary concern - i need to figure out why my bullet is following such a weird trajectory. I can't understand why it doesn't just reverse direction. Thanks for the suggestion about putting it in one unit group selection action, but i can't see how it would work. I know it's confusing, but it's because the first one picks units of type bullet, the second one picks units of type not equal to bullet, but only close to the bullet to keep lag to a minimum. There's only going to be a few bullets at any time so i'm hoping the lag won't be *that* bad. I have noticed though, that lag gets pretty bad after about 6 or more bullets have been fired. It's as if th bullets still exist even after i killed them. Weird? Is this what is called leaking? How can i fix it? (This is a sub-question to my original question) EDIT : sorry, i see what you mean about the unit groups now - there's one too many. |
| 06-01-2006, 11:44 AM | #5 |
I thought nesting ForGroup's didn't work, or did they change that? |
