Delay causing trigger

Hadezown

TH.net Regular
Reaction score
5
So the nested loops cause massive delay whenever I run this trigger every second or so on bnet with only me in the game. When I run the trigger off of bnet there is no delay, which I don't really understand.

When I host it on bnet it doesn't cause fps lag, its more like that 1 second delay you get after clicking.

Anyway I was wondering if there's a way to simplify my code so it doesn't cause this delay, but keep the format intact.

Code:
Events
    Time - GM_Timer2 expires

Actions
    For each (Integer AA_Integer) from 1 to 4, do (Actions)
        Loop - Actions
            For each (Integer AA_Integer2) from 1 to 3, do (Actions)
                Loop - Actions
                            Set AA_Point2 = (Center of GH3 spawn1 <gen>)
                            Set AA_Point = (AA_Point2 offset by ((-256.00 + (256.00 x (Real(AA_Integer)))), (-256.00 + (256.00 x (Real(AA_Integer2))))))
                            Unit - Create 1 GH3 explosion obstical for Player 9 (Gray) at AA_Point facing 270.00 degrees
                            Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
                            Custom script:   call RemoveLocation(udg_AA_Point)
                            Custom script:   call RemoveLocation(udg_AA_Point2)
    For each (Integer AA_Integer) from 1 to 3, do (Actions)
        Loop - Actions
            For each (Integer AA_Integer2) from 1 to 3, do (Actions)
                Loop - Actions
                            Set AA_Point2 = (Center of GH3 spawn2 <gen>)
                            Set AA_Point = (AA_Point2 offset by ((-256.00 + (256.00 x (Real(AA_Integer)))), (-256.00 + (256.00 x (Real(AA_Integer2))))))
                            Unit - Create 1 GH3 explosion obstical for Player 9 (Gray) at AA_Point facing 270.00 degrees
                            Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
                            Custom script:   call RemoveLocation(udg_AA_Point)
                            Custom script:   call RemoveLocation(udg_AA_Point2)

If your wondering what my code does it basically makes explosions like a checker board at 1 second intervals. The 1's explode first then the 2's explode next. The trigger above explodes the 2's. I have a similar trigger to explode the 1's.

1212121
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First nested For Loop explodes these 2's:

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Second nested For Loop explodes the other 2's.
 

Kuberr24

Well-Known Member
Reaction score
28
Creating units causes lag. Although it should only lag that much the first time you create it. (game has to load the unit data) Maybe, instead of killing/creating units every time, simply play the unit's death animation, then later play it's stand animation again. This way you avoid creating alot of units. You only need to create units once, when the map is loaded. also, because location Point_AA2 is fixed, you don't need to clean up EVERYtime, you can just clean it up one time.

When the map starts, make this run (you need Tempinteger, which is a integer variable and ExplosionUnit[], which is a unit array variable with size 42) I also changed AA_Point_2 to "startpoint" and AA_point to "offset point"
Trigger:
  • Set TempInteger = 1
    • Set StartPoint = (Center of GH3 spawn1 &lt;gen&gt;)
    • For each (integer A) from 1 to 6, (do actions)
      • Loop - actions
        • For each (integer B) from 1 to 7, (do actions)
          • Loop -Actions
            • Set OffsetPoint = (StartPoint offset by ((-256.00 + (256.00 x (Real(Integer_B)))),(-256.00 + (256.00 x (Real(Integer_A))))))
              • Unit - Create 1 GH3 explosion obstical for Player 9 (Gray) at OffsetPoint facing 270.00 degrees
                • set ExplosionUnit[TempInteger] = LastCreatedUnit
                • set TempInteger = TempInteger + 1
                • Custom script: call RemoveLocation(udg_OffsetPoint)
    • Custom script: call RemoveLocation(udg_StartPoint)


This only makes identical units. You could use to see if Integer A is odd, and then make UNIT 1 if integerB is also odd, else create Unit 2.
Example:

Trigger:
  • If IntegerA is odd then do actions
    • If IntegerB is odd then do actions
      • Create UNIT1
    • else
      • Create UNIT2
    • else
      • If IntegerB is odd then do actions
        • Create UNIT2
      • else
        • Create UNIT1



Then, later when the explosions go off simply do this to explode HALF of the explosions:


Trigger:
  • For each (integer A) from 1 to 42, (do actions)
    • Loop - actions
      • If ((All conditions are true) then (do actions)
      • Conditions
        • (Integer A) is odd equal to true
      • Then
        • Animation - Play ExplosionUnit[IntegerA]&#039;s death animation
        • (this is optional<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />
        • Special Effect - Create a special effect at position of ExplosionUnit[IntegerA]
        • Special Effect - Destroy Laste Create Effect
        • Unit - Make EpplosionUnit[IntegerA] Damage an area of 256 around him dealing 100 damage of type normal and damage type normal.
        • Wait (1.00) game time seconds
        • Animation - Play ExplosionUnit[IntegerA]&#039;s stand animation
      • Else


And change this to explode the other half:

Trigger:
  • If ((All conditions are true) then (do actions)
    • Conditions
      • (Integer A) is odd equal to false
    • Then
 

Hadezown

TH.net Regular
Reaction score
5
I did away with the units all together cause I really didn't need them anyway. I'll stick to s/e and area damage. Thanks for the odd/even idea, works like a charm :)
 
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