Creeps [runners] keep stucking up and cloging

vilaemail

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I am making a TD map with a similar concept to Mafarazzo TD. Now i made creeps and pretty much good moving triggers. I made unit Ghost (Invisible) and also seted up colision size to zero. And the creeps move like 2-3 sec and then stop and move again and stop again. I can upload screenshots if neccesary. Please help me becouse I have no clue about why is this happening when my colision size is 0. :banghead:
 

Tyman2007

Ya Rly >.
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Because the map is waiting to send the move command to so many units at once, it has to delay them. Make them send not all at once, but periodically. like sending 1 or 2 at a time. That should solve it.
 

Samael88

Evil always finds a way
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I am making a TD map with a similar concept to Mafarazzo TD. Now i made creeps and pretty much good moving triggers. I made unit Ghost (Invisible) and also seted up colision size to zero. And the creeps move like 2-3 sec and then stop and move again and stop again. I can upload screenshots if neccesary. Please help me becouse I have no clue about why is this happening when my colision size is 0. :banghead:

How many creeps do you have?
The game engine can't handle to much units at the same time:eek:
 

vilaemail

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Because the map is waiting to send the move command to so many units at once, it has to delay them. Make them send not all at once, but periodically. like sending 1 or 2 at a time. That should solve it.

Yea, thanks!
I will try that now I think something like this:

trig #1

spawn 2 units in reg1
wait 0.10 sec
spawn 2 units in reg1
etc.

trig #2

event unit owned by player 12 enters reg1
action pick every trigering unit and do order to move to reg2

but that doesn't do it so well. I mean in Mafarazzo there are like 20 creeps spawning at same time and moving in same time widout that problem :confused:

I have like 7 spawning points, but I make sure they are spawning in different times. Any other ideas?

EDIT: Also they aren't like waiting at spawn point they move but they colide. Additionaly to moving triger trigger I added 0.5 sec delay betwen spawning and moving ALL units.
 

vilaemail

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Eventualy I opened up Mafarazzo TD and found out about command:
Pick every unit in units owned by player 12 and do unit turn collision for picked unit off. Anyway thanks for help +rep.
 

Chao

Setting sail for fail in the sea of lame.
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Yea, thanks!
I will try that now I think something like this:

trig #1

spawn 2 units in reg1
wait 0.10 sec
spawn 2 units in reg1
etc.

trig #2

event unit owned by player 12 enters reg1
action pick every trigering unit and do order to move to reg2

but that doesn't do it so well. I mean in Mafarazzo there are like 20 creeps spawning at same time and moving in same time widout that problem :confused:

I have like 7 spawning points, but I make sure they are spawning in different times. Any other ideas?

EDIT: Also they aren't like waiting at spawn point they move but they colide. Additionaly to moving triger trigger I added 0.5 sec delay betwen spawning and moving ALL units.

Yo can save yourself a loooot of triggering time by using the
"For Each Integer A..." command!

For each integer A from 1 to 10 do ...

Create 2 Footmen @ StartLoc
Order (last created unit) to move to EndLoc
Wait 0.2 seconds

That'll do that sequence 10 times (if you have different numbers of units for each round, create an integer variable with an array, so you can control how many times the engine spouts units).

You'll be able to do everything you want in a single, simple engine!
I'm not at home right now, so if you want to see an example of this, let me know :)
 

vilaemail

New Member
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Yo can save yourself a loooot of triggering time by using the
"For Each Integer A..." command!

For each integer A from 1 to 10 do ...

Create 2 Footmen @ StartLoc
Order (last created unit) to move to EndLoc
Wait 0.2 seconds

That'll do that sequence 10 times (if you have different numbers of units for each round, create an integer variable with an array, so you can control how many times the engine spouts units).

You'll be able to do everything you want in a single, simple engine!
I'm not at home right now, so if you want to see an example of this, let me know :)

No, as a matter of fact no i don't need an example. I know for function. It was used in way back. MS-BASIC and now in every programming language. Example [not related to any language an unique example]:
i = 1
For every i < 11
action
action
...
i++
end for

Anyway I din't meant to mage trigger like that that was just a brief description. Thanks for help anyway. And as I said in previous post I found solution not related to this.

Thanks! :)
 
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