Massive Spell Lag

Newbwc3

Sephiroth_VII
Reaction score
157
Why is this spell lagging so bad?

Trigger:
  • Mortar Cannons
    • Events
      • Unit - FATMAN 0019 <gen> Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Mortar Cannons (Flame Strike)
    • Actions
      • Set Offset1 = ((Position of FATMAN 0019 <gen>) offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) + 110.00) degrees)
      • Set Offset2 = ((Position of FATMAN 0019 <gen>) offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) - 110.00) degrees)
      • Set Offset3 = ((Position of FATMAN 0019 <gen>) offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) + 55.00) degrees)
      • Set Offset4 = ((Position of FATMAN 0019 <gen>) offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) - 55.00) degrees)
      • Set RandomPoint1 = ((Target point of ability being cast) offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) + 110.00) degrees)
      • Set RandomPoint2 = ((Target point of ability being cast) offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) - 110.00) degrees)
      • Set RandomPoint3 = ((Target point of ability being cast) offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) + 55.00) degrees)
      • Set RandomPoint4 = ((Target point of ability being cast) offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) - 55.00) degrees)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset1 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint1
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset2 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint2
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset3 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint3
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset4 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint4
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Offset1)
      • Custom script: call RemoveLocation(udg_Offset2)
      • Custom script: call RemoveLocation(udg_Offset3)
      • Custom script: call RemoveLocation(udg_Offset4)
      • Custom script: call RemoveLocation(udg_RandomPoint1)
      • Custom script: call RemoveLocation(udg_RandomPoint2)
      • Custom script: call RemoveLocation(udg_RandomPoint3)
      • Custom script: call RemoveLocation(udg_RandomPoint4)


I have a dummy ability based on flamestrike to cast it.
It makes 4 dummy mortars appear at desired location on model and fire to ground target.

After I cast the spell on a unit, tree, or anything other than the ground it lags horribly and continues to lag until the units you targeted are dead.
 

Newbwc3

Sephiroth_VII
Reaction score
157
Duration - Normal 0.01
Duration - Hero 0.01

It still lags. I noticed that the flamestrike buff is attached to all targeted units with the special effect of flames that never goes away. AND I even cleared out the buffs field!
 

Rainther

I guess I should write something of value here...
Reaction score
61
Clearing out the buff fields result in default useage. Mean that removing the Flamestrike buff, it will still be the Flamestrike buff.

Replace it with an other buff that you can accept showing instead, like with a tool tip: "This unit just got smoked!" :p
 

Yizzy

New Member
Reaction score
20
Trigger:
  • Mortar Cannons
    • Events
      • Unit - FATMAN 0019 <gen> Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Mortar Cannons (Flame Strike)
    • Actions
      • Set Point1 = ((Position of FATMAN 0019 <gen>)
      • Set Point2 = ((Target point of ability being cast)
      • Set Offset1 = Point1 offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) + 110.00) degrees)
      • Set Offset2 = Point1 offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) - 110.00) degrees)
      • Set Offset3 = Point1 offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) + 55.00) degrees)
      • Set Offset4 = Point1 offset by 100.00 towards ((Facing of FATMAN 0019 <gen>) - 55.00) degrees)
      • Set RandomPoint1 = Point2 offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) + 110.00) degrees)
      • Set RandomPoint2 = Point2 offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) - 110.00) degrees)
      • Set RandomPoint3 = Point2 offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) + 55.00) degrees)
      • Set RandomPoint4 = Point2 offset by (Random real number between 0.00 and 150.00) towards ((Facing of FATMAN 0019 <gen>) - 55.00) degrees)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset1 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint1
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset2 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint2
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset3 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint3
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Mortar Team[DUMMY] for Player 1 (Red) at Offset4 facing 0.00 degrees
      • Unit - Order (Last created unit) to Attack Ground RandomPoint4
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Offset1)
      • Custom script: call RemoveLocation(udg_Offset2)
      • Custom script: call RemoveLocation(udg_Offset3)
      • Custom script: call RemoveLocation(udg_Offset4)
      • Custom script: call RemoveLocation(udg_RandomPoint1)
      • Custom script: call RemoveLocation(udg_RandomPoint2)
      • Custom script: call RemoveLocation(udg_RandomPoint3)
      • Custom script: call RemoveLocation(udg_RandomPoint4)
      • Custom script: call RemoveLocation(udg_Point1)
      • Custom script: call RemoveLocation(udg_Point2)

..small leak fix..
 

Newbwc3

Sephiroth_VII
Reaction score
157
It's fixed! I made a custom buff based off of flame strike buff and nulled out the art model fields, then assigned it to my dummy flamestrike ability.

I think it was stacking more and more flame models on top of each other forever. Why? I don't know. As long as it works I'm happy.:thup:

+Rep!:D
 
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