Lagging problem

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Hi, im making a map with quite big armies at moment.. and as the game goes on, lags apear.. once the game eaven froze of lag :P
But i have seen MAUL games, TDs with eaven more units, with no lag.

I removed Corpses and that helpd alot.. still lagg remains..
So, anyone got any sugestions on what i can do to reduce lag in a game??
Does it help to remove shadows or similar?
 
Well, there are many many reasons that couse lag.
The easiest way would be for you to upload the map to the forum, or if you dont feel like doing this at least specify what kind of a map is it, and how many and what kind of triggers do you use...
The most common reasons for lag are:
1. Too many units, doodads and destructibles. There isnt really a good easy way of dealing with this one, except deleting some of `em.
2.Too many triggers in the memory. (delete triggers that run only once, after they finish)
3.Triggers that couse memory leaks. Basiclly what this means is, that something takes up your memory, and then never gets deleted. If you use triggers with an action unit - create units facing angle, or create special effect at point often you`ll notice that as your map runs the lag gets worse n worse. This can be fixed, so if you`re using some of these functions me or someone else here can explain how to deal with this.

There are many more things that couse lag though...
 
deleting triggers..

hmm, i have about 15 trigger categories.
but when u say "delete triggers when they done", can i use the "turn OFF this trigger" to do that?

coz i have many as u say, triggers that hapens only once.. like Tips, messages and similar.

Also have unit spawn, resource spawn, that might do lagg..
but wich i preferably wana keep.

the biggest reason why lag, might be of the battles (many units fight at same time, spells etc) therefor i thought mabe theres some animation changes i could to to reduce lag?
like shadows? remove corpses`? and so on..
 
yes if they only go 1 time then turn them off at the end the more that u have running the more it is gonna lag
 
Hmm, well I dont think there is much you can do if the main reason for the lag are the battles them selves, except for lowering the number of the units that are involved, of course.
If you remove their shadows it could help a bit, but to be honest I dont think it will help much.

About the triggers, I dont think that just turning `em off will do the trick. I think you have to permanently delete them, or they`ll stay in memory. You can do this in the GUI if you use UMSWE or WE Unlimited, but if you`re using just the standard WE put the following line at the end of your trigger.

Custom script: call DestroyTrigger(GetTriggeringTrigger())

But be careful, after doing this you wont be able to use your trigger again, after it ran.
Put this line at the end of all triggers that have an event like:
Map initialization, Time - Elapsed game time is 0.30 seconds...
or any other trigger you want to use only once.
 
ok, wel i have added that trigger script at all triggers of the type u named.. and lowerd the max unit amount alil.. hope it helps.
thx!
 
You`re welcome :)

Is this the same map, as the one with the siege tower?
 
yes, it is.. ben testing the map online, and found few buggs and similar.. including this siege tower thingi..

Wel as for now most problems are fixed.. maybe can move over to balancing the game instead ;)
 
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