Hi, i'm working on a new map and to improve little details i'm playing through battle.net with a friend of mine.
The problem is that while hosting the game on warcraft 3 RoC (after changing it with WinMPQ) i found a little delay from other players and myself just from the starting of the map... Like 0.6 seconds.
NOT GRAPHICS LAG, no stops, just actions delay... Like when you give order "move" and the animation of the green arrows play instantly but the guy doesn't move at all.
But when i test the map in TFT with World Editor it has no delay at all.
Any idea of what can it be?
I have a trigger that every 2 seconds of game picks ALL enemy units (normally around 100-150 units divided among 4 CPU players) and divide them in 20 different groups...
Then, another trigger runs every 0.10 secs and goes one by one for each division of the total units and makes the following:
*For each integer A from 1 to (number of units in UnitGroup[X]) do actions:
-Set Temp_unit= Random unit in UnitGroup[X]
-Pick up every unit within 99999.0 of Temp_unit] and do actions:
-Set MinDistance=99999
-Set ActualDistance=distance between (picked unit) and Temp_unit
-If ActualDistance < MinDistance then:
-Set MinDistance=ActualDistance
-Set AttackedUnit=(picked unit)
-Order Temp_unit to (attack) AttackedUnit
[The trigger is more complex than this, but this is more or less the essence of it...]
Resuming: Every 2 seconds CPU units attack the closest enemy in 99999.0 range
And this is the only periodic trigger with high frequency i have.
-Could this be the cause of the delay?? What could it be instead?
-Why does the game not have delay in World Editor Testing but it DOES have delay while hosting on B.net?
The problem is that while hosting the game on warcraft 3 RoC (after changing it with WinMPQ) i found a little delay from other players and myself just from the starting of the map... Like 0.6 seconds.
NOT GRAPHICS LAG, no stops, just actions delay... Like when you give order "move" and the animation of the green arrows play instantly but the guy doesn't move at all.
But when i test the map in TFT with World Editor it has no delay at all.
Any idea of what can it be?
I have a trigger that every 2 seconds of game picks ALL enemy units (normally around 100-150 units divided among 4 CPU players) and divide them in 20 different groups...
Then, another trigger runs every 0.10 secs and goes one by one for each division of the total units and makes the following:
*For each integer A from 1 to (number of units in UnitGroup[X]) do actions:
-Set Temp_unit= Random unit in UnitGroup[X]
-Pick up every unit within 99999.0 of Temp_unit] and do actions:
-Set MinDistance=99999
-Set ActualDistance=distance between (picked unit) and Temp_unit
-If ActualDistance < MinDistance then:
-Set MinDistance=ActualDistance
-Set AttackedUnit=(picked unit)
-Order Temp_unit to (attack) AttackedUnit
[The trigger is more complex than this, but this is more or less the essence of it...]
Resuming: Every 2 seconds CPU units attack the closest enemy in 99999.0 range
And this is the only periodic trigger with high frequency i have.
-Could this be the cause of the delay?? What could it be instead?
-Why does the game not have delay in World Editor Testing but it DOES have delay while hosting on B.net?