Movement lag

lovexylitol

New Member
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There is a movement lag issue in w3, when a player has (about) 100 units moving, then the units start to lag(they stop and go like rush hour traffic). At the number 300, they pratically stop.

Now, this is a restriction on players, since it does not affect other players.

I was wondering if there was a way to remove this restriction. (I mean by jass or something acceptable by battle.net, not by some external program or hack)

Thanks for the replay! :)
 

Hatebreeder

So many apples
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381
You can also do this in GUI.

Pick all units of your desire that are using the order "stop" and order them to attack/move to whever you want.

Or you clean up your triggers (- > Leak check/removal)
Or if you have the time and desire, go learn some vJass. It realy isn't hard; Just takes some time and patience.
 

lovexylitol

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Please do not throw me a irrelevent answer.

This is not a issue about jass or vJass or leaks. (If it was, I wouldn't have posted it here :mad:)

It is about having 100> units for a single player moving simutainiously.

Also, people who have experienced this 'movement lag'(which can also be observed in ladder games when you furiously right click move orders : just clicking once is much better.), picking all the units and ordering them to stop and move again will worsen the 'movement lag'.

You can also do this in GUI.

Pick all units of your desire that are using the order "stop" and order them to attack/move to whever you want.

Or you clean up your triggers (- > Leak check/removal)
Or if you have the time and desire, go learn some vJass. It realy isn't hard; Just takes some time and patience.
 

KileRatZ

Member
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4
Are you sure this is player-specific (meaning that if a certain player has >100 units, only his units will start behaving oddly while moving)?

I always presumed that this happened when too many units moved around because wacraft 3 can't keep up with it; all the pathfinding calculations are too much for it, so it stops any units whose path wasn't calculated yet.

Another presumption: the more units there are around, the harder it is to calculate pathing for even 1 of them, because the ordered unit has to find its way around all of other units. And they might block it again - i.e. if our moving unit stumbles on another unit the next second (because the 2nd unit moved in to block our path), we'll have to re-calculate all over again.

If the last paragraph is true, then the units might not stumble as much anymore if each of them had 0 collision, since that removes a part of the calculation problem.

Just tested it, and it seems the hypothesis is true - after making 250 footmen, they started "lagging" considerably, but when I gave them all a Ghost ability, they became very responsive again.

Sorry I couldn't be of any more help :).
 

lovexylitol

New Member
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2
I'm not 100% sure, but it is a good guess. I have seen other people move freely while some others do not.

Actually, now I remember at a map called "Line TD" - where you produce your creeps to run other people's mazes - you should never produce too much because this will lag your units + your builder(and you utterly lose with enough money to build uber towers! sad :(), while other players move freely.

Of course, there could(probably will) be a universal limit, but the player limit seems to be much lower.

As for the collision thing, that helps! Thanks for the tip. The units were already set to a low collision(1.0) for other reasons, but maybe lowering it will help.

Are you sure this is player-specific (meaning that if a certain player has >100 units, only his units will start behaving oddly while moving)?

I always presumed that this happened when too many units moved around because wacraft 3 can't keep up with it; all the pathfinding calculations are too much for it, so it stops any units whose path wasn't calculated yet.

Another presumption: the more units there are around, the harder it is to calculate pathing for even 1 of them, because the ordered unit has to find its way around all of other units. And they might block it again - i.e. if our moving unit stumbles on another unit the next second (because the 2nd unit moved in to block our path), we'll have to re-calculate all over again.

If the last paragraph is true, then the units might not stumble as much anymore if each of them had 0 collision, since that removes a part of the calculation problem.

Just tested it, and it seems the hypothethis is true - after making 250 footmen, they started "lagging" considerably, but when I gave them all a Ghost ability, they became very responsive again.

Sorry I couldn't be of any more help :).
 
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