HL.Clockwork
New Member
- Reaction score
- 5
Hi,
about 6 month ago i stoped building my map, demotivated by the lag which i couldn´t fix.
Now am back, but not able to find a way to fix the lag problem by my own. I hope that some crazy superbrains here can help me again
My map is a TD with a lot of tower that have special abilities.
There are two types of lags in my map.
The first type is a "rising" lag. My map have 45 rounds, till round 10 to 20 everything is fine. Then people with not highend machines realize little lags which will grow to little freezes. The last 5 rounds are hell
I try to fix this, by checking every trigger for leaks. I am not able to find anymore checked em over and over again...
I spend nights searching this forum for tips. It got better but was not fixed at all.
The seconds type is a lag caused by 3 new towers i added, which use a new system i needed to make near mui spell. But it seems that they do not work as intended.
Here is the trigger:
Link to my map: http://www.thehelper.net/forums/showthread.php?t=111057
I really wanna continue my work, but i am not able with out some help to get rid of these lags. Thanks to everyone who takes a second to think about my problem.
about 6 month ago i stoped building my map, demotivated by the lag which i couldn´t fix.
Now am back, but not able to find a way to fix the lag problem by my own. I hope that some crazy superbrains here can help me again
My map is a TD with a lot of tower that have special abilities.
There are two types of lags in my map.
The first type is a "rising" lag. My map have 45 rounds, till round 10 to 20 everything is fine. Then people with not highend machines realize little lags which will grow to little freezes. The last 5 rounds are hell
I try to fix this, by checking every trigger for leaks. I am not able to find anymore checked em over and over again...
I spend nights searching this forum for tips. It got better but was not fixed at all.
The seconds type is a lag caused by 3 new towers i added, which use a new system i needed to make near mui spell. But it seems that they do not work as intended.
Here is the trigger:
Trigger:
- slow motion
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Slow-Motion
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- MUI_motion Less than or equal to 100
- Then - Actions
- Set MUI_motion = (MUI_motion + 1)
- Else - Actions
- Set MUI_motion = 0
- If - Conditions
- -------- Variables --------
- Set OverTime = 5.00
- Set Target_motion[MUI_motion] = (Target unit of ability being cast)
- Set SpeedOverTime = ((Current movement speed of Target_motion[MUI_motion]) / (OverTime x 2.00))
- -------- Dummy Unit Debuff --------
- Set slow_mo_lok = (Position of Target_motion[MUI_motion])
- Unit - Create 1 Dummy Unit slowmotion for (Owner of (Triggering unit)) at slow_mo_lok facing Default building facing (270.0) degrees
- Unit - Add Dummy Ability - ReversePurge to (Last created unit)
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike Target_motion[MUI_motion]
- Unit - Add a 3.00 second Water Elemental expiration timer to (Last created unit)
- Custom script: call RemoveLocation (udg_slow_mo_lok)
- -------- Dummy Unit --------
- Set slow_mo_lok = (Position of (Triggering unit))
- Unit - Create 1 Dummy Unit slowmotion for (Owner of (Triggering unit)) at slow_mo_lok facing Default building facing (270.0) degrees
- Unit - Set the custom value of (Last created unit) to MUI_motion
- Unit Group - Add (Last created unit) to slow_motion_group
- Custom script: call RemoveLocation (udg_slow_mo_lok)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- slow motion periodic
- Events
- Time - Every 0.50 seconds of game time
- Conditions
- (Number of units in slow_motion_group) Greater than 0
- Actions
- Unit Group - Pick every unit in slow_motion_group and do (Actions)
- Loop - Actions
- Set MUI_GO_motion = (Custom value of (Picked unit))
- Set Wait_motion[MUI_GO_motion] = (Wait_motion[MUI_GO_motion] + 0.50)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Wait_motion[MUI_GO_motion] Less than or equal to OverTime
- (Current movement speed of Target_motion[MUI_GO_motion]) Greater than 0.00
- Then - Actions
- Unit - Set Target_motion[MUI_GO_motion] movement speed to ((Current movement speed of Target_motion[MUI_GO_motion]) - SpeedOverTime)
- Else - Actions
- Unit - Set Target_motion[MUI_GO_motion] movement speed to (Default movement speed of Target_motion[MUI_GO_motion])
- Unit Group - Remove (Picked unit) from slow_motion_group
- Unit - Remove (Picked unit) from the game
- Set Wait_motion[MUI_GO_motion] = 0.00
- If - Conditions
- Loop - Actions
- Unit Group - Pick every unit in slow_motion_group and do (Actions)
- Events
Link to my map: http://www.thehelper.net/forums/showthread.php?t=111057
I really wanna continue my work, but i am not able with out some help to get rid of these lags. Thanks to everyone who takes a second to think about my problem.