Lagging on a place where many units died

Yatta

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Hello, first post here - tough im regularly lurking and getting helpful information here for 2 weeks now ...

I have a lil problem on the map im working on (its basically a 'hero defense map') :

After a while of playing, when i look at a certain spot in the map, the game slows down. That spot is where I kill most of the enemy units. Looking away in the map, the game does not suffer such slowdown. I tought it was because of the number of cadavers, but it still lags when the cadaver disappear.

I suppose there's something I should know there, maybe some kind of leak ? (im totally inexperimented at managing leaks since I dont know what can cause one).

Anyways, thats a great community here, very ressourceful. I thank again the guy who talked me about it. ; )
 

tommerbob

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My first suggestion would be go to Advanced > Gameplay Constants, and reduce the Bones Decay time.

If you have any triggers that deal with that area of the map, try posting them, and we can help you get rid of any leaks that might be causing your game to lag.

Welcome to the forum by the way. :)
 

Yatta

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nothing special going on on this region, its only used as a target point once in a while, ill try changing the bone delay as you suggest, hope thats just that.

Question about optimisation : is having multiple events triggered by "every 1 second of game time ..." taking more engine time than a single one with all the actions in it ? (I prefer to use multiple ones to have a better organization / overview of the project).
 

Accname

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it cannot be leaks nor triggers because they are not bound to an area, if you map leaks it will lag everywhere no matter which place you look at.

i would say it has something to do with the effects displayed at that area, may it be that there is a shop close to that poin where tomes can be bought? there is a bug in wc3 where the animation of a used tome never disappears.
 

mapguy

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some hints

if you use dummy units, try to REMOVE them from the game after the expiration timer.
before geting units in a group and do actions first check if the group is not empty.
when u do "Pick all units matching condition", it leaks if no unit matches the condition.
check if unit is dead before you do something to it.
change decay time to a small value.

but since ur problem appears to do with a region where many units are dead. if we are talking about 7 or 10 units the problem is in your TRIGGERS.
if we are talking about 30 or 40 units, then the problem is the death animation of all those units.
 

Accname

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its nothing about triggers or leaks if its bound to a region. leaks do not look at the terrain, they leak regardless of your point of view...
 

Yatta

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Accname >
Bugs in FX animations ? This could be related, I have a skill that basically generate a short-duration line of fire. Maybe the dead FX are still here ... o_o


Ive tried to set the bones life span lower, couldnt really try the map again tough, lack of time today !

Mapguy >
before geting units in a group and do actions first check if the group is not empty.
when u do "Pick all units matching condition", it leaks if no unit matches the condition.

This is interesting. Im not sure how to "get units in a group" tough.
Is there a way to check that a "pick all units ..." will find units ? I dont have word edit available right now, but for instance can I count units that match the same condition before picking them ?

Sjaakje >
I use base W3 units models, nothing fancy ;)
 

tommerbob

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This is interesting. Im not sure how to "get units in a group" tough.
Is there a way to check that a "pick all units ..." will find units ? I dont have word edit available right now, but for instance can I count units that match the same condition before picking them ?

All unit groups leak if not removed after they are used.

I'm guessing your problem is with animation lag from units and stuff like that. Do you have an imported models? If they have higher polys, that coudl contribute to it as well.
 

xy4kuz4x

New Member
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1
remove the corpses after X timer expiration.

or edit the units decay time or whatever its name.
 
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