Stopping units from "lagging"

Steve

Member
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3
in my td i want 30 units to spawn from 8 spawn points, however when this happens the units stop and go every few seconds, often times getting into small groups and not waves of guys. Just wondering how to fix or at least make it a bit better.
 

ArmedCitizen

Kisses Cats
Reaction score
198
I think that happens when you don't remove their collision size. If this isn't the case just make a periodic trigger that orders them all to move to the next region.

If you don't know how to make them move to the next region you can set all the units custom value to 0. (via object editor) In a trigger have a region array with the number of regions you have, each one goes to the next. Then each time the unit enters a region set the custom value to the custom value of the unit +1. In the periodic trigger order the units to move to Region[their custom value].

That is a quick overview. If you want the trigger I'll whop out World Editor.
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
888
Lots of units on the map at one time cause them to lag. I don't know of any way to prevent this. You could try using a loop to spawn so they don't all show up at exactly the same time, but don't expect much.
 

ReVolver

Mega Super Ultra Cool Member
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608
You mind posting your trigger? So we can see what makes it "Lag"
 

elmstfreddie

The Finglonger
Reaction score
203
It's just order unit to move to a point... It's the infamous grouping problem.

Try setting collision of the creeps to 0.01.
 

Steve

Member
Reaction score
3
collision is set to .01 i could add the periodic triggers in see what happens.
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
or, create and move them one by one, so they don't "bump" into each other.

From integer A 1 to 30 do actions
Create 1 Footman at center of etc. etc.
Order last created unit to move to region
 
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