Evote
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- Reaction score
- 4
This lags like a bum DOSEN"T LEAK.??
know one say i have plenty of sliding triggers which work fine, this one shouldn't lag cause it has one less leak than the others i removed point of offset and did some trigg using sin and cos it works but abit dodgey(laggy).
Don't say i should make the perotic event 0.03 or 0.02 no point cause inbetween each timing it counts in .01 so 1000x0.01=one second thats how it is prosessed.
for example:
if the event was every 1 second it wound process the same amount of times as .01. except the actions. Why does it lagg!!!!
btw u can steel my trig (not as in trigger as in the maths subject)
PHP:
Sliding Copy
Events
Time - Every 0.01 seconds of game time
Unit - A unit Is issued an order targeting a point
Conditions
Actions
Unit - Make (Triggering unit) face (Target point of issued order) over 0.01 seconds
Unit Group - Pick every unit in All_Units and do (Actions)
Loop - Actions
Set point[(Player number of (Owner of (Picked unit)))] = (Position of (Picked unit))
Set X[(Player number of (Owner of (Picked unit)))] = (X of point[(Player number of (Owner of (Picked unit)))])
Set Y[(Player number of (Owner of (Picked unit)))] = (Y of point[(Player number of (Owner of (Picked unit)))])
Set THETA[(Player number of (Owner of (Picked unit)))] = (Facing of (Picked unit))
Set THETA[(Player number of (Owner of (Picked unit)))] = (THETA[(Player number of (Owner of (Picked unit)))] - 90.00)
Set THETA[(Player number of (Owner of (Picked unit)))] = (THETA[(Player number of (Owner of (Picked unit)))] x -1.00)
Set X[(Player number of (Owner of (Picked unit)))] = (X[(Player number of (Owner of (Picked unit)))] + (Frame_Rate[(Player number of (Owner of (Picked unit)))] x (Sin(THETA[(Player number of (Owner of (Picked unit)))]))))
Set Y[(Player number of (Owner of (Picked unit)))] = (Y[(Player number of (Owner of (Picked unit)))] + (Frame_Rate[(Player number of (Owner of (Picked unit)))] x (Cos(THETA[(Player number of (Owner of (Picked unit)))]))))
Set point[(Player number of (Owner of (Picked unit)))] = (Point(X[(Player number of (Owner of (Picked unit)))], Y[(Player number of (Owner of (Picked unit)))]))
If (((Unit-type of (Picked unit)) Equal to Arrgh Shit My Head's on Fire.) and ((Terrain type at point[(Player number of (Owner of (Picked unit)))]) Equal to Northrend - Ice)) then do (Unit - Move (Picked unit) instantly to point[(Player number of (Owner of (Picked unit)))]) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to Arrgh Shit My Head's on Fire.
(Terrain type at point[(Player number of (Owner of (Picked unit)))]) Equal to Northrend - Snow
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Do nothing
Custom script: call RemoveLocation (udg_point[1])
Custom script: call RemoveLocation (udg_point[2])
Custom script: call RemoveLocation (udg_point[3])
Custom script: call RemoveLocation (udg_point[4])
Custom script: call RemoveLocation (udg_point[5])
Custom script: call RemoveLocation (udg_point[6])
Custom script: call RemoveLocation (udg_point[7])
Custom script: call RemoveLocation (udg_point[8])
Custom script: call RemoveLocation (udg_point[9])
Custom script: call RemoveLocation (udg_point[10])
Custom script: call RemoveLocation (udg_point[11])
Custom script: call RemoveLocation (udg_point[12])
Don't say i should make the perotic event 0.03 or 0.02 no point cause inbetween each timing it counts in .01 so 1000x0.01=one second thats how it is prosessed.
for example:
if the event was every 1 second it wound process the same amount of times as .01. except the actions. Why does it lagg!!!!
btw u can steel my trig (not as in trigger as in the maths subject)