I'm gonna try to post all the most frequently running triggers in my map. Please tell me if these triggers have memory leaks or will they cause any lag?
Trigger:
camera
Events
Time - Every 0.08 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Camera - Set (Picked player)'s camera Distance to target to 2000.00 over 0.00 seconds)
these next two triggers are executed together and there are many more like this in my map.
Trigger:
dash attack
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Harpy Claws
(Unit-type of (Triggering unit)) Equal to Harpy
Actions
Unit - Make (Triggering unit) Invulnerable
Set harpyunit = (Triggering unit)
Set harpytarget = (Target point of ability being cast)
Set dashattacktime = 0.80
Unit - Hide harpyunit
Unit - Unhide harpyunit
Selection - Add harpyunit to selection for (Owner of harpyunit)
Animation - Play harpyunit's attack animation
Trigger - Turn on dash attack 2 Copy <gen>
Hashtable - Save dashattacktime as 1 of (Key (Triggering unit)) in dashattackhashtable
Unit Group - Add (Triggering unit) to dashattackgroup
Trigger:
dash attack 2 Copy
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in dashattackgroup and do (Actions)
Loop - Actions
Set dashattacktime = (Load 1 of (Key (Picked unit)) from dashattackhashtable)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
dashattacktime Greater than 0.00
Then - Actions
Set harpyunit = (Picked unit)
Set harpypoint = (Position of harpyunit)
Set harpypoint2 = (harpypoint offset by 28.00 towards (Facing of harpyunit) degrees)
Special Effect - Create a special effect attached to the origin of harpyunit using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move harpyunit instantly to harpypoint2, facing (Facing of harpyunit) degrees
Set harpytargetz = (Units within 175.00 of harpypoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an ally of (Owner of harpyunit)) Equal to False) and ((((Matching unit) is dead) E
Unit Group - Pick every unit in harpytargetz and do (Actions)
Loop - Actions
If ((Unit-type of harpyunit) Equal to Harpy) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 37.50 damage of attack type Chaos and damage type Normal) else do (Do nothing)
anyone there who is an expert on this who can help me quickly. I've finally finish my map but I need help on fixing it.
This is my map if someone wants to check it out. There are a tons of variables and triggers there which is definitely gonna give you a headache. But I suggest if you're going to look at it, just check out the ones with periodic events. View attachment Grand Chase PVP Match Relay Dungeon.w3x
A good way to test if it lags is to disable every single trigger apart from that one trigger(s)and see if they lag, if they don't then disable it (Them) and repeat for all triggers. If one of the triggers cause lag that is major or anything like a mem leak then post it, if you have 1 but have not finished testing all the triggers, then do the rest and post them all, that way your not creating 2-3+ threads. That's all I can do to help you .
Try to use If/Then/Else (Multiple Functions) for all your conditional actions; it uses less memory than the single, which needs a Do Nothing and consumes extra memory.
I think we need to add something to the bottom of the front page that shows the Headline News forum that has a link to go to the News Forum Index so people can see there is more news. Do you guys see what I am saying, lets say you read all the articles on the front page and you get to the end and it just ends, no kind of link for MOAR!
Finally finding about some of the bots that are flooding the users online - bytespider apparently is a huge offender here - ignores robots.txt and comes in from a ton of different IPs
Ghan has said he has fixed this. Monovertex please confirm this fix. This was only a problem with people that had signatures in the upper levels like not the special members but the respected members.