FPS Problems with Spells

kelogsloops

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So I have a spell that goes like this

Fires a powerful arrow enchanted with wind. The arrow deals 80 damage to all enemy units that it pierces. If the enemy's back is exposed to the arrow's trajectory, deals an extra 60 damage as well as reduces armor by 4 and giving temporary vision.
That's the jist of it. The spell is based of Shockwave to deal damage whilst the backstab and Faerie Fire effect is added via trigger. I just got hte spell working i think, but I seem to encounter a few problems. Firstly, sometimes I'm not even sure whether the Shockwave spell deals damage. I nulled the effect of the 'backstab' damage and it seems like it does nothing. Any ideas? Secondly. whenever I CAST the spell, the FPS goes down CRAZY, like 65 to 55, 55 to 45 etc. It gets incredibly low and I've checked over and over but I can't see any problems. Please help!

Here are my triggers.
Trigger:
  • Piercing Shot
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Piercing Shot
    • Actions
      • Set Caster = (Casting unit)
      • Set Target_Loc = (Target point of ability being cast)
      • Set Temp_Point = (Position of Caster)
      • Unit - Create 1 Windy Arrow for (Owner of Caster) at (Position of (Casting unit)) facing (Angle from (Position of Caster) to Target_Loc) degrees
      • Unit Group - Add (Last created unit) to UnitGroup
      • Hashtable - Save (1400.00 / 1550.00) as 2 of (Key (Last created unit)) in hashtable
      • Hashtable - Save (Angle from (Position of Caster) to (Target point of ability being cast)) as 1 of (Key (Last created unit)) in hashtable
      • Hashtable - Save Handle Of(Last created unit) as 3 of (Key (Last created unit)) in hashtable
      • Custom script: call RemoveLocation(udg_Temp_Point)
      • Custom script: call RemoveLocation(udg_Target_Loc)



Trigger:
  • Piercing Shot Move
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units of type Windy Arrow) and do (Actions)
        • Loop - Actions
          • Set Unit = (Load 3 of (Key (Picked unit)) in hashtable)
          • Set Angle = (Load 1 of (Key (Picked unit)) from hashtable)
          • Set RemainingTime = (Load 2 of (Key (Picked unit)) from hashtable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RemainingTime Greater than 0.00
            • Then - Actions
              • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 36.00 towards Angle degrees)
              • Hashtable - Save (RemainingTime - 0.02) as 2 of (Key (Picked unit)) in hashtable
              • Destructible - Pick every destructible within 150.00 of (Position of (Picked unit)) and do (Actions)
                • Loop - Actions
                  • Destructible - Kill (Picked destructible)
              • Unit Group - Pick every unit in (Units within 150.00 of (Position of Unit)) and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff Pierced ) Equal to False
                      • ((Picked unit) belongs to an enemy of (Owner of Unit)) Equal to True
                      • Or - Any (Conditions) are true
                        • Conditions
                          • And - All (Conditions) are true
                            • Conditions
                              • (Facing of (Picked unit)) Less than or equal to (Angle + 90.00)
                              • (Facing of (Picked unit)) Greater than or equal to (Angle - 90.00)
                    • Then - Actions
                      • Unit - Create 1 Wisp for (Owner of Unit) at (Position of (Picked unit)) facing Default building facing degrees
                      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                      • Unit - Cause Unit to damage (Picked unit), dealing 60.00 damage of attack type Chaos and damage type Divine
                      • Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Unit - Add Piercing Shot to (Last created unit)
                      • Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire (Picked unit)
                    • Else - Actions
                      • Do nothing
            • Else - Actions
              • Unit Group - Remove (Picked unit) from (Last created unit group)
              • Unit - Kill (Picked unit)
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in (Last created hashtable)



IT WOULD BE REALLY APPRECIATED!
 

Wratox1

Member
Reaction score
22
first of all, use the wc3-tags around your code, it will make the code so much easier to read and understand;)
 

Moradiae

TH.net Regular
Reaction score
14
I don't really see anything wrong with the main actions, I think the problem's with your hashtable

but first, I see you didn't use the unit group "UnitGroup" at all, so you can just simply cut that line out

now

Exactly how did you achieve

Trigger:
  • Hashtable - Save (real) as 2 of (Key (Last created unit)) in hashtable

and

Trigger:
  • Set Unit = (Load 3 of (Key (Picked unit)) in hashtable)

?

as far as I can tell, the (key (Last created unit)) and (key(picked unit)) are simply string id, so that could be a reason why it's not working. Unless there's something I am missing here..



Because the 2 hashtable indexes use integer, you need to set unit's handle Id to a variable first, then use that as the hashtable index:

Trigger:
  • Actions
    • Set Temp_Unit = (Last created unit)
    • Custom Script: set udg_Temp_Handle (integer) = GetHandleId(Temp_Unit)
    • Hashtable - Save (140/155) as 2 of (Temp_Handle) in hashtable
    • Hashtable - Save (angle(...)) as 1 of (Temp_Handle) in hashtable
    • -
    • -
    • ------- and you don't need this line:-------
    • Hashtable - Save Handle of (Last Created unit) as 3 of (Key (Last created unit)) in hashtable
    • -------you get your windy arrow in the periodic trigger by (picked unit) anywayy--------




so then when you pick the Windy arrow, you do:
Trigger:
  • Actions
    • Set Temp_Unit = (Picked unit)
    • Custom Script: set udg_Temp_Handle = GetHandleId(Temp_Unit)
    • Set Angle = (Load 1 of (Temp_Handle) in hashtable
    • Set Remainingtime = (Load 2 of (Temp_Handle) in hashtable
    • -
    • -
    • -----and delete the line:------
    • Set Unit = (Load 3 of (Key (Picked unit)) in hashtable)
    • ------ it's the same as (picked unit)------


now within the periodic trigger, update the remaining time by saving like above:
Trigger:
  • Actions
    • Hashtable - Save (RemainingTime - 0.02) as 2 of (Temp_Handle) in hashtable
    • -
    • -
    • --and when you clean, again, use the Temp_Handle---
    • Hashtable - Clear all child hashtables of child (Temp_Handle) in hashtable
 
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