Periodic events

  • Thread starter Thread starter Serret
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Serret

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The only programming language I've used was BASIC and it always ran out of stack space.

If that means nothing to you, it doesn't matter. My question is: will running a periodic timer event cause uberlag? what if the timer is like .01 seconds? or even 1 second?

tx
 
yes, but the amount of lag will be form super to unplayable. It depends on what the trigger is. I suggest that you don't use periodice events that are anything under 10 seconds, but you can. and if you do, you should have strict conditions.
 
If it's special effects, I don't suggest using more than 0.10 seconds, but, if you're moving a unit, you can even use 0.025 seconds, which is 4 movements in 0.01 second, and it doesnt lag.
 
vile said:
If it's special effects, I don't suggest using more than 0.10 seconds, but, if you're moving a unit, you can even use 0.025 seconds, which is 4 movements in 0.1 second, and it doesnt lag.

Minor correction.
 
Yea but Sargon was talking about something else.

0.01 vs 0.1


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The problem isnt the time, even 0.02 will work. The problem comes when you have very intence script (pick every unit, for each integer and stuff like that) or may periodic events in the same time. Long codes doesnt work very well with tine peridic events. Also if you have leaks in a script that runs often that soon will be a huge problem.

As an example in my begingin when I didnt know about leaks I had a map where like 30 units was created every 12 sec and ordered to attack a point. After 20 mins the map was lagging as *** on my comp. After removing the leaks the map in nerly playable :rolleyes: .
 
phyrex1an said:
After removing the leaks the map is nearly playable :rolleyes: .

Srry to revive this older thread but what specifically did you do to minimize leaks. My map creates roughly 20 units every second and send them to attack a point... What do I need to look for in regards to leaks?
 
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