Hello helpers i need pro help

ultimate11

Active Member
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25
So i have a big problem.
I`v made a TD and is use over 40 custom spells all MUI.
I`m using over 20 Hashtable.Offcourse I clean hashdata of key(unit) after spell or effect end.I`m verry sure that all leaks are carefull cleared.
So the problem is that in multiplayers (more than 3 players) its come lagg.
Im using hashtable cuz skill read data like damage slow stun etc for some attribute of the towers and ofcourse making MUI.
Question 1: did hashtable lagg?
Question 2: how can i prevent lagg using hashtable?
Question 3: did anyone have a reliable sugestion for me:D ?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Typically you only need one or two hashtables for a map. Do you have a need for 20+ hashtables?
 

ultimate11

Active Member
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I created one hashtable for each skill sience I use to belive that hashtable wont save more then 200 data "|
So is I use more hashtable can cause the source of lagg?
 

Accname

2D-Graphics enthusiast
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1,462
You can use only 255 hashtables total but a hashtable can save as many values as you like.
The use of several hashtables should in general not create more lag, in fact, it may even improve performance depending how the hashtables are implemented in wc3 (which i dont know and therefor cannot say for sure).

The lag comes probably from something different. If it is not memory leaks nor preloading of files it might be that you have just too much stuff in your map. Too many special effects, too many units, too many abilities being used, etc etc.
The warcraft engine wasnt designed for heavy work, despite common believe you should really not try to remake mmorpgs or sc2 battle scenes with the wc3 object editor.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
The existence of too many units on the map at the same time or the running of too many actions at once can both cause your map to lag.
 

ultimate11

Active Member
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25
Accname you have my respect but isnt supposed that after wave end and all units are dead,towers not attack ..corps are cleared from the game to lagg stop and frame come to normal?
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
If it still laggs although there are not too many units on the field and no actions are taking place then you most probably got a memory leak somewhere.
 

ultimate11

Active Member
Reaction score
25
damn i really get topped off
the only trigger that could possible leak is that I really dont saw any leak here
Info:
Spawm_point[]
Die_point[]
are setted at map init are never use by any trigger and never overwrite
Trigger:
  • Spawm event
    • Events
      • Time - Every 0.60 seconds of game time
    • Conditions
      • Wave_count Less than or equal to 29
    • Actions
      • Set Wave_count = (Wave_count + 1)
      • For each (Integer B) from 1 to 8, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player((Integer B))) controller) Equal to User
              • ((Player((Integer B))) slot status) Equal to Is playing
              • Lives[(Integer B)] Greater than or equal to 1
            • Then - Actions
              • Unit - Create 1 Mob_type[Wave] for Player 9 (Gray) at Spawm_point[(Integer B)] facing Default building facing degrees
              • Unit - Set the custom value of (Last created unit) to M_armo_type
              • Unit - Set life of (Last created unit) to HP_diff%
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Game_random_ab_mode Not equal to 2
                • Then - Actions
                  • Unit - Add MS_ab[1] to (Last created unit)
                • Else - Actions
              • Unit - Add Ghost (Visible) to (Last created unit)
              • Unit - Order (Last created unit) to Move To Die_point[(Integer B)]
            • Else - Actions
 
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