Lag Issues..

Juno**

Member
Reaction score
6
Hey guys! I need your help again.. This spell, whenever cast makes the game little bit laggy. this adds up when I cast the spell a few more times making my computer really lag. I don't know if it's a memory leak or something else but It always does that. and If it is in the trigger, I have no idea what it is because for me, there is nothing wrong with it.

Trigger:
  • Events - Unit - A unit Starts the effect of an ability
    • Conditions - (Ability being cast) Equal to Kaboom!
    • Actions
    • Set Skills_Kaboom_Point1 = (Position of (Triggering unit))
    • Set Skills_Kaboom_Point2 = (Target point of ability being cast)
    • Set Skills_Kaboom_Distance = (Distance between Skills_Kaboom_Point1 and Skills_Kaboom_Point2)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of Kaboom! for (Triggering unit)) Equal to 1
      • Then - Actions
        • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.10)
        • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
        • Special Effect - Destroy (Last created special effect)
        • Wait 1.00 seconds
        • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
        • Special Effect - Destroy (Last created special effect)
        • Destructible - Kill (Last created destructible)
        • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
        • Destructible - Kill (Last created destructible)
        • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 200.00 at Skills_Kaboom_Point2, dealing (50.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Level of Kaboom! for (Triggering unit)) Equal to 2
          • Then - Actions
            • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.15)
            • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
            • Special Effect - Destroy (Last created special effect)
            • Wait 1.00 seconds
            • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
            • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
            • Special Effect - Destroy (Last created special effect)
            • Destructible - Kill (Last created destructible)
            • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
            • Destructible - Kill (Last created destructible)
            • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 200.00 at Skills_Kaboom_Point2, dealing (75.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Level of Kaboom! for (Triggering unit)) Equal to 3
              • Then - Actions
                • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.20)
                • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
                • Special Effect - Destroy (Last created special effect)
                • Wait 1.00 seconds
                • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
                • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                • Special Effect - Destroy (Last created special effect)
                • Destructible - Kill (Last created destructible)
                • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                • Destructible - Kill (Last created destructible)
                • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 200.00 at Skills_Kaboom_Point2, dealing (100.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
              • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Level of Kaboom! for (Triggering unit)) Equal to 4
                  • Then - Actions
                    • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.25)
                    • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
                    • Special Effect - Destroy (Last created special effect)
                    • Wait 1.00 seconds
                    • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
                    • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                    • Special Effect - Destroy (Last created special effect)
                    • Destructible - Kill (Last created destructible)
                    • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                    • Destructible - Kill (Last created destructible)
                    • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 200.00 at Skills_Kaboom_Point2, dealing (125.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
                  • Else - Actions
    • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point1)
    • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point2)


I really need your help guys! The lag really bugs me!:mad:
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
The waits shouldn't effect the lag, but I'm not familiar with that "damage circular area" trigger, try adding all units you want to damage into a unit group and damage them like that, remembering to remove unit group etc.
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
Well I'm assuming that he doesn't try casting the spell within 1sec of each other, or has multiple players casting the spell at the same time.

Juno try removing the waits to see if they're the cause of the lag, but I doubt it
 

Juno**

Member
Reaction score
6
well, I have tried replacing the damage circular area with a pick every unit then damage target action but it didn't seem to remove the lag (I also remove the group at the end of the trig).. I have also removed the waits but it didn't have any do anything at all... my computer still lags after every cast...

here's my new trigger:::
new trigger.JPG
 

Juno**

Member
Reaction score
6
I just cuts the trigger so that you guys didn't have to look at the whole trigger but, ok here it is:

Trigger:
  • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Kaboom!
    • Actions
      • Set Skills_Kaboom_Point1 = (Position of (Triggering unit))
      • Set Skills_Kaboom_Point2 = (Target point of ability being cast)
      • Set Skills_Kaboom_Distance = (Distance between Skills_Kaboom_Point1 and Skills_Kaboom_Point2)
      • Set Skills_Kaboom_UnitGroup = (Units within 200.00 of Skills_Kaboom_Point2 matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False)) and ((((Matching unit) is alive) Equal to True) and (((((Matching unit) is Mechanical) Equal to F
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Kaboom! for (Triggering unit)) Equal to 1
        • Then - Actions
          • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.10)
          • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
          • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
          • Special Effect - Destroy (Last created special effect)
          • Destructible - Kill (Last created destructible)
          • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
          • Destructible - Kill (Last created destructible)
          • Unit Group - Pick every unit in Skills_Kaboom_UnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (50.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Kaboom! for (Triggering unit)) Equal to 2
            • Then - Actions
              • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.15)
              • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
              • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
              • Special Effect - Destroy (Last created special effect)
              • Destructible - Kill (Last created destructible)
              • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
              • Destructible - Kill (Last created destructible)
              • Unit Group - Pick every unit in Skills_Kaboom_UnitGroup and do (Actions)
                • Loop - Actions
                  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (75.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Kaboom! for (Triggering unit)) Equal to 3
                • Then - Actions
                  • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.20)
                  • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
                  • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                  • Special Effect - Destroy (Last created special effect)
                  • Destructible - Kill (Last created destructible)
                  • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                  • Destructible - Kill (Last created destructible)
                  • Unit Group - Pick every unit in Skills_Kaboom_UnitGroup and do (Actions)
                    • Loop - Actions
                      • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (100.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Kaboom! for (Triggering unit)) Equal to 4
                    • Then - Actions
                      • Set Skills_Kaboom_Damage = (Skills_Kaboom_Distance x 0.25)
                      • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
                      • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                      • Special Effect - Destroy (Last created special effect)
                      • Destructible - Kill (Last created destructible)
                      • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
                      • Destructible - Kill (Last created destructible)
                      • Unit Group - Pick every unit in Skills_Kaboom_UnitGroup and do (Actions)
                        • Loop - Actions
                          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (125.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
                    • Else - Actions
      • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point1)
      • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point2)
      • Custom script: call DestroyGroup (udg_Skills_Kaboom_UnitGroup)
 

dracolich

TH.net Regular
Reaction score
15
try to insert actions "display text to player" with 1-.... numbers.
so, you will find out when exactly lag happen
 

SouLEDGE

Damn you advanced calculus
Reaction score
75
Lemme try test it out, ill get back to you

Edit:
Trigger:
  • Kaboom
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set kaboom_point2 = (Target point of ability being cast)
      • Set kaboom_point1 = (Position of (Triggering unit))
      • Set kabbom_level = (Level of (Ability being cast) for (Triggering unit))
      • Set kaboom_unitGroup = (Units within 200.00 of kaboom_point1 matching (((Triggering unit) is A structure) Equal to True))
      • Set Skills_Kaboom_Damage = (0.05 + (0.05 x (Real(kabbom_level))))
      • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Skills_Kaboom_Point2 using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
      • Destructible - Create a Kaboom1 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
      • Special Effect - Destroy (Last created special effect)
      • Destructible - Kill (Last created destructible)
      • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 1.50 and variation 0
      • Destructible - Kill (Last created destructible)
      • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (100.00 + Skills_Kaboom_Damage) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point1)
      • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point2)
      • Custom script: call DestroyGroup (udg_Skills_Kaboom_UnitGroup)


Hmm, aside from shortening it I couldn't see any reason for the lag
 

Juno**

Member
Reaction score
6
Ok, I'll try it out later because I don't have a WE right now....

Edit:

Trigger:
  • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Kaboom!
    • Actions
      • Set Skills_Kaboom_Point1 = (Position of (Triggering unit))
      • Set Skills_Kaboom_Point2 = (Target point of ability being cast)
      • Set Skills_Kaboom_Level = (Level of (Ability being cast) for (Triggering unit))
      • Set Skills_Kaboom_UnitGroup = (Units within 200.00 of Skills_Kaboom_Point2 matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False)) and ((((Matching unit) is alive) Equal to True) and (((((Matching unit) is Mechanical) Equal to F
      • Set Skills_Kaboom_Damage_1 = (0.05 + (0.05 x (Real(Skills_Kaboom_Level))))
      • Special Effect - Create a special effect at Skills_Kaboom_Point1 using Abilities\Spells\Human\Flare\FlareCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Destructible - Create a Kaboom2 at Skills_Kaboom_Point2 facing (Random angle) with scale 2.00 and variation 0
      • Destructible - Kill (Last created destructible)
      • Unit Group - Pick every unit in Skills_Kaboom_UnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (100.00 + Skills_Kaboom_Damage_1) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point1)
      • Custom script: call RemoveLocation(udg_Skills_Kaboom_Point2)
      • Custom script: call DestroyGroup (udg_Skills_Kaboom_UnitGroup)


Well, I copied your trigger and tried it but the problem still persists :( (Although my skill's main purpose was to damage through the distance bet points)
Is it possible that my icon is the problem here?
 

Juno**

Member
Reaction score
6
o_O Uhmmm... It seems that I solved this problem by changing the base skill...The original base skill was shockwave, I removed all of it's field value and changed them to zero.. I even removed the buff and maybe, just maybe.. removing the shockwave buff in the first place was a bad Idea o_O ... Anyways, the new base skill is channel an the lag was removed and the trigger was never the real problem.. thanks for the people who tried to fix it...:)

Edit : Sorry for the double post...
 

dracolich

TH.net Regular
Reaction score
15
well, shockwave have irritating ground transformation which case great lags.
so u had to say base spell at start :p
 
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