Lag problem

THE_X

New Member
Reaction score
49
hey everyone im back, and with more problems.

ok i have 2 pushback spells, 1 based off of blink, the other uhh blink strike?

ok well if i have both of these spells enabled at the same time i lag quite a bit, its not a lag that gets worse or gets better its a constant and i dont know what the problem is, anyways so i tryed the combos of turning them off and enabling 1 and not the other vice-versa, and when only 1 is enbaled and not the other its fine... dont know what it is, dont think its leaks iv checked them pretty good i think, but anyways heres the 2 spells


Code:
Start Blink Strike
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Blink Strike 
    Actions
        Set Blink_Strike_Jumps[(Custom value of (Triggering unit))] = 0
        Set Point[1] = (Position of (Triggering unit))
        Set Point[2] = (Target point of ability being cast)
        Set Blink_Strike_Angle[(Custom value of (Triggering unit))] = (Angle from Point[1] to Point[2])
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
        Unit - Add Blink Strike Caster Buff  to (Last created unit)
        Unit - Order (Last created unit) to Human Priest - Inner Fire (Triggering unit)
        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation (udg_Point[1])
        Custom script:   call RemoveLocation (udg_Point[2])

Code:
Blink Strike Move
    Events
        Time - Every 0.20 seconds of game time
    Conditions
    Actions
        Set Group[1] = (Units in (Entire map) matching (((Matching unit) has buff Blink Strike [Caster] ) Equal to True))
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Blink_Strike_Jumps[(Custom value of (Picked unit))] Greater than or equal to 10
                    Then - Actions
                        Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
                        Animation - Reset (Picked unit)'s animation
                        Unit - Remove Blink Strike [Caster]  buff from (Picked unit)
                    Else - Actions
                        Animation - Change (Picked unit)'s animation speed to 280.00% of its original speed
                        Animation - Play (Picked unit)'s attack animation
                        Set Unit[1] = (Picked unit)
                        Set Point[1] = (Position of (Picked unit))
                        Set Point[2] = (Point[1] offset by 150.00 towards Blink_Strike_Angle[(Custom value of (Picked unit))] degrees)
                        Set Group[2] = (Units within 100.00 of Point[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Unit[1])) Equal to True) and (((Matching unit) is A ground uni
                        Unit - Move (Picked unit) instantly to Point[2], facing Blink_Strike_Angle[(Custom value of (Picked unit))] degrees
                        Special Effect - Create a special effect at Point[2] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
                        Special Effect - Destroy (Last created special effect)
                        Set Blink_Strike_Jumps[(Custom value of (Picked unit))] = (Blink_Strike_Jumps[(Custom value of (Picked unit))] + 1)
                        Unit Group - Pick every unit in Group[2] and do (Actions)
                            Loop - Actions
                                Unit - Remove Blink Strike [Caster]  buff from Unit[1]
                                Animation - Change Unit[1]'s animation speed to 100.00% of its original speed
                                Animation - Reset Unit[1]'s animation
                                Unit - Cause Unit[1] to damage (Picked unit), dealing (5.00 + (10.00 x ((Real((Level of Blink Strike  for Unit[1]))) x (Real(Blink_Strike_Jumps[(Custom value of Unit[1])]))))) damage of attack type Spells and damage type Normal
                                Unit - Create 1 Dummy for (Owner of Unit[1]) at Point[2] facing Default building facing degrees
                                Unit - Add Blink Strike Stun  to (Last created unit)
                                Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Custom value of (Picked unit)) Less than 1
                                    Then - Actions
                                        Set MUI = (MUI + 1)
                                        Unit - Set the custom value of (Picked unit) to MUI
                                    Else - Actions
                                Set Point[3] = (Position of (Picked unit))
                                Set Slide_Angle[(Custom value of (Picked unit))] = Blink_Strike_Angle[(Custom value of Unit[1])]
                                Custom script:   call RemoveLocation (udg_Point[3])
                        Custom script:   call DestroyGroup (udg_Group[2])
                        Custom script:   call RemoveLocation (udg_Point[1])
                        Custom script:   call RemoveLocation (udg_Point[2])
                        Set Unit[1] = No unit
        Custom script:   call DestroyGroup (udg_Group[1])
Code:
Blink Strike Pushback
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Set Group[1] = (Units in (Entire map) matching (((Matching unit) has buff Blink Strike ) Equal to True))
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                Set Point[1] = (Position of (Picked unit))
                Set Point[2] = (Point[1] offset by 13.00 towards Slide_Angle[(Custom value of (Picked unit))] degrees)
                Unit - Move (Picked unit) instantly to Point[2]
                Special Effect - Create a special effect at Point[2] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
                Special Effect - Destroy (Last created special effect)
                Custom script:   call RemoveLocation (udg_Point[1])
                Custom script:   call RemoveLocation (udg_Point[2])
        Custom script:   call DestroyGroup (udg_Group[1])

ok well theres the 1st spell heres the second

Code:
Mega Jump
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Mega Jump 
    Actions
        Set Point[1] = (Target point of ability being cast)
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
        Unit - Add Mega Jump Pushback  to (Last created unit)
        Unit - Set level of Mega Jump Pushback  for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
        Environment - Create a 1.00 second Depression ripple deformation at Point[1] with starting radius 0.00, ending radius 1200.00, and depth 120.00, using 1.00 second ripples spaced 700.00 apart
        Set Group[1] = (Units within 450.00 of Point[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A ground unit) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and ((
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                Set Point[2] = (Position of (Picked unit))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Picked unit)) Less than 1
                    Then - Actions
                        Set MUI = (MUI + 1)
                        Unit - Set the custom value of (Picked unit) to MUI
                    Else - Actions
                Set Slide_Angle[(Custom value of (Picked unit))] = (Angle from Point[1] to Point[2])
                Custom script:   call RemoveLocation (udg_Point[2])
        Custom script:   call RemoveLocation (udg_Point[1])
        Custom script:   call DestroyGroup (udg_Group[1])

Code:
Mega Jump Pushback
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        Set Group[1] = (Units in (Entire map) matching (((Matching unit) has buff Mega Jump ) Equal to True))
        Unit Group - Pick every unit in Group[1] and do (Actions)
            Loop - Actions
                Set Point[1] = (Position of (Picked unit))
                Set Point[2] = (Point[1] offset by 13.00 towards Slide_Angle[(Custom value of (Picked unit))] degrees)
                Unit - Move (Picked unit) instantly to Point[2]
                Special Effect - Create a special effect at Point[2] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
                Special Effect - Destroy (Last created special effect)
                Custom script:   call RemoveLocation (udg_Point[1])
                Custom script:   call RemoveLocation (udg_Point[2])
        Custom script:   call DestroyGroup (udg_Group[1])

they have pretty cool effects i like them alot, and another thing, when i 1st made these they did NOT lag, it happend after a few days...
 

Weegee

Go Weegee!
Reaction score
102
What turns off the periodic triggers? That is probably the problem. The one with the 0.03 seconds is the one that lags
 

THE_X

New Member
Reaction score
49
the peirodic triggers woulndt lag it if there was no leak, i also had a control, i used only 1 of the units that would be affected by the trigger at a time and i have other maps where i have over 20 periodic triggers running at once, only a few of them are being put to work at the same time and it still does not lag those maps
 

Weegee

Go Weegee!
Reaction score
102
Well then just in case give the 0.03 periodic triggers an If Then Else statement because that would normally lag me especially with loops going off ever 0.03 seconds :p

Edit: whats the point of destroying a effect right after its created ?

Code:
Special Effect - Create a special effect at Point[2] using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
                Special Effect - Destroy (Last created special effect)
 

Azlier

Old World Ghost
Reaction score
461
Edit: whats the point of destroying a effect right after its created ?

If you don't destroy an effect, you have a leak. If you do, you still see it go off and everything. So, why not destroy an effect right after you create it?

As for the original question, I have no idea why it lags.
 

Weegee

Go Weegee!
Reaction score
102
These triggers initiate like 0.01 seconds after another and i already know about destroying special effects but i mean really there will be no effect it just adds more momentum
 

vypur85

Hibernate
Reaction score
803
Probably you have a large array size. There is limit in using arrays. Too many arrays may not be good for the game. Try reduce some of the arrays that you recently created (since you said it wasn't laggy before this). Then see if it lags.


> will be no effect it just adds more momentum

Not sure what you mean here. But creation and instant destruction of effects will make the effect play their death animation.
 
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