Lots of monsters being ordered to move = stopping?

Fragglez

New Member
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4
As stated, I have a problem with when monsters run around.

When there are too many (40+?) They start to stop in their tracks and resume shortly after. As the number of monsters increases (around 150+ - 300 max) they start backing up and continuously stop in their tracks just to get to the next destination.

Example:

Monsters running in a circle - There are multiple regions telling them to run around so that it seems they are running in a circle.
However, as players starts to leak units, they start building up. causing this problem.
The problem is, that if a certain amount (300) of monsters are running around at one time, the players lose , and this makes it nearly impossible to lose because they keep building up and halted in their tracks

This CANNOT be a unit collision problem, it happened with flying units also with ground units in play.

The trigger examples (this goes for all of the turns) :
Code:
Top Left
    Events
        Unit - A unit enters Upper Left <gen>
    Conditions
    Actions
        Unit - Order (Entering unit) to Move To (Center of Inner Upper Left <gen>)

Any ideas how to get them all moving again?
 

Ghan

Administrator - Servers are fun
Staff member
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888
It's just a mass-unit problem.
I encounter this whenever there are too many units on the board, regardless of what they are doing.
Decreasing the amount of trigger orders flying around may help, but the best thing to do is to reduce the amount of units in play.
 

Seannny

Why GUI when you can Jass?
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46
well you ought to post the entire code..

and that also leaks... doubt leaks could be the problem, but its good to fix them anyway.
 

Fragglez

New Member
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well you ought to post the entire code..

and that also leaks... doubt leaks could be the problem, but its good to fix them anyway.

Well, if it leaks, any ideas on how i can fix it?

As for the rest of the code, it is exactly the same with just different regions.
 

Fragglez

New Member
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4

Now that Cohadar has stated this,
Code:
 globals
    integer orderEnum
    real xEnum
    real yEnum
    integer iEnum
endglobals

function GroupOrdererEnum takes nothing returns nothing
    call IssuePointOrderById(GetEnumUnit(), orderEnum, xEnum, yEnum)
    if iEnum > 100 then
        call TriggerSleepAction(0.0)
        set iEnum = 0
    endif
endfunction    

function GroupOrderer takes group g, integer order , real x, real y returns nothing
    set orderEnum = order
    set xEnum = x
    set yEnum = y
    set iEnum = 0
    call ForGroup(g, function GroupOrdererEnum)
endfunction

How can I implement this so it works with my triggers? I saw his example but... Don't exactly see how to make it user-friendly for my map from it =/
 

Vicboy

Ultra Cool Member
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44
Ever seen TDs with creeps that don't stop when moving?

Thats because they took off the AI Triggers

like

"Run AI Scripts" that can be seen in Map Initialization...

I think the Collision is a good way to make them go smoother... but its not always what people wants right?

Well I hope this helps, haven't had any problems after removing that trigger...
 

hell_knight

Playing WoW
Reaction score
126
Ever seen TDs with creeps that don't stop when moving?

Thats because they took off the AI Triggers

like

"Run AI Scripts" that can be seen in Map Initialization...

I think the Collision is a good way to make them go smoother... but its not always what people wants right?

Well I hope this helps, haven't had any problems after removing that trigger...

No that won't because I don't believe there are 200 + units at one time on a TD. But take a look at say the infamouse Liquid TD the units start off very slow and have this problem for a little bit then they go smooth? Units die , the smoother it goes.
 

denmax

You can change this now in User CP.
Reaction score
155
There are possibilities why your units stop.

• The Mass-Unit problem...
• Units have special effect attachments which has animation (unlike weapon attachments)
• Units cannot collide/walk through to other units..

~

Yours Truly,

Thy FuKiN n0oB
 

LurkerAspect

Now officially a Super Lurker
Reaction score
118
I had a similar problem when I made a TD

If your mosters belong to the 'Neutral Hostile' player, they make their spawning location their 'camp'. So whenthey go too far, they want to return to their starting point, in which case they're ordered to go back to the other region until you get a 'tennis' effect, bouncing back and forth between two regions.

So basically, try using a player rather than creeps.
 
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