Trigger lag

vonahs

New Member
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when i use an upgrade trigger.

unit finishes research
research = to attack upgrade
i got multiple actions for it that up grade all golems and the archer and then checks if what player the unit belongs to and upgrades the players partners = research.

do i need to spread out the trigger to cause less lag?
 

Sim

Forum Administrator
Staff member
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> do i need to spread out the trigger to cause less lag?

What does that even mean?

Actually, the more trigger objects, the more memory used. Though it won't really affect anyone's gameplay as those are minuscule additions.
 

Accname

2D-Graphics enthusiast
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1,464
we cant really tell what your trigger is supposed to do or what it actually does. at least i cant from what you told us.

please, copy your trigger as a text and paste it here for us to have a look at it.

most triggers, exspecially those without periodic events, do not cause alot of performance loss if coded properly. (of course not all)
ineffective triggering, memory leaks and spamming unneccassary dummy units is what causes performance drops most of the time. these things can be avoided.

post your trigger here, give us some more information about it and most probably a skillful member will tell you what you need to do and where your problem lies.
 

vonahs

New Member
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here are some of my triggers

Trigger:
  • Initialization
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • -------- Team 1 (RED,BLUE,TEAL) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision top <gen>
          • Player - Set Player 1 (Red) Current gold to 50
          • Unit - Create 2 Kings Men for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
          • Unit - Create 1 Spell Stone for Player 1 (Red) at (Center of RED STONE <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision top <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision <gen>
          • Player - Set Player 2 (Blue) Current gold to 50
          • Unit - Create 2 Kings Men for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
          • Unit - Create 1 Spell Stone for Player 2 (Blue) at (Center of BLUE STONE <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision top <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision <gen>
          • Player - Set Player 3 (Teal) Current gold to 50
          • Unit - Create 2 Kings Men for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
          • Unit - Create 1 Spell Stone for Player 3 (Teal) at (Center of TEAL STONE <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • -------- Team 1 (GREEN,PINK,GRAY) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 7 (Green) slot status) Equal to Is playing
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Vision top <gen>
          • Player - Set Player 7 (Green) Current gold to 50
          • Unit - Create 2 Kings Men for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
          • Unit - Create 1 Spell Stone for Player 7 (Green) at (Center of GREEN STONE <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 8 (Pink) slot status) Equal to Is playing
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Vision top <gen>
          • Player - Set Player 8 (Pink) Current gold to 50
          • Unit - Create 2 Kings Men for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees
          • Unit - Create 1 Spell Stone for Player 8 (Pink) at (Center of PINK STONE <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 9 (Gray) slot status) Equal to Is playing
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Vision top <gen>
          • Player - Set Player 9 (Gray) Current gold to 50
          • Unit - Create 2 Kings Men for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees
          • Unit - Create 1 Spell Stone for Player 9 (Gray) at (Center of GREY STONE <gen>) facing Default building facing degrees
        • Else - Actions
          • Do nothing
      • For each (Integer A) from 1 to 6, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Player Group - Add (Player((Integer A))) to Team1) else do (Do nothing))
      • For each (Integer A) from 7 to 12, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Player Group - Add (Player((Integer A))) to Team2) else do (Do nothing))
      • Trigger - Run Set Up Leaderboard <gen> (ignoring conditions)


Trigger:
  • create
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • -------- Team 1 --------
      • -------- Red/ Orange --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
        • Then - Actions
          • Unit - Create 1 Foot Soldier for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (Center of BottomTarget <gen>)
        • Else - Actions
          • Do nothing
      • -------- Blue/ Purple --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • Unit - Create 1 Foot Soldier for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (Center of BottomTarget <gen>)
        • Else - Actions
          • Do nothing
      • -------- Teal/ Dark Green --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • Unit - Create 1 Foot Soldier for Player 11 (Dark Green) at (Player 11 (Dark Green) start location) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (Center of BottomTarget <gen>)
        • Else - Actions
          • Do nothing
      • -------- Team 2 --------
      • -------- Green/ Yellow --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 7 (Green) slot status) Equal to Is playing
        • Then - Actions
          • Unit - Create 1 Foot Soldier for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (Center of Top Target <gen>)
        • Else - Actions
          • Do nothing
      • -------- Pink/ Light Blue --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 8 (Pink) slot status) Equal to Is playing
        • Then - Actions
          • Unit - Create 1 Foot Soldier for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (Center of Top Target <gen>)
        • Else - Actions
          • Do nothing
      • -------- Gray/ Brown --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 9 (Gray) slot status) Equal to Is playing
        • Then - Actions
          • Unit - Create 1 Foot Soldier for Player 12 (Brown) at (Player 12 (Brown) start location) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (Center of Top Target <gen>)
        • Else - Actions
          • Do nothing


Trigger:
  • Attack power upgrade
    • Events
      • Unit - A unit Finishes research
    • Conditions
      • (Researched tech-type) Equal to Foot Soldier Sword
    • Actions
      • Player - Set the current research level of Golem Strength a to ((Current research level of Foot Soldier Sword for (Triggering player)) + 2) for (Owner of (Researching unit))
      • Player - Set the current research level of Golem Strength b to ((Current research level of Foot Soldier Sword for (Triggering player)) + 1) for (Triggering player)
      • Player - Set the current research level of Golem Strength c to ((Current research level of Foot Soldier Sword for (Triggering player)) + 0) for (Triggering player)
      • Player - Set the current research level of Golem Strength d to ((Current research level of Foot Soldier Sword for (Triggering player)) - 1) for (Triggering player)
      • Player - Set the current research level of Golem Strength e to ((Current research level of Foot Soldier Sword for (Triggering player)) - 2) for (Triggering player)
      • Player - Set the current research level of Black Gunpowder to ((Current research level of Foot Soldier Sword for (Triggering player)) + 3) for (Triggering player)
      • If ((Owner of (Researching unit)) Equal to Player 1 (Red)) then do (Player - Set the current research level of Foot Soldier Sword to (Current research level of Foot Soldier Sword for Player 1 (Red)) for Player 6 (Orange)) else do (Do nothing)
      • If ((Owner of (Researching unit)) Equal to Player 2 (Blue)) then do (Player - Set the current research level of Foot Soldier Sword to (Current research level of Foot Soldier Sword for Player 2 (Blue)) for Player 4 (Purple)) else do (Do nothing)
      • If ((Owner of (Researching unit)) Equal to Player 3 (Teal)) then do (Player - Set the current research level of Foot Soldier Sword to (Current research level of Foot Soldier Sword for Player 3 (Teal)) for Player 11 (Dark Green)) else do (Do nothing)
      • If ((Owner of (Researching unit)) Equal to Player 7 (Green)) then do (Player - Set the current research level of Foot Soldier Sword to (Current research level of Foot Soldier Sword for Player 7 (Green)) for Player 5 (Yellow)) else do (Do nothing)
      • If ((Owner of (Researching unit)) Equal to Player 8 (Pink)) then do (Player - Set the current research level of Foot Soldier Sword to (Current research level of Foot Soldier Sword for Player 8 (Pink)) for Player 10 (Light Blue)) else do (Do nothing)
      • If ((Owner of (Researching unit)) Equal to Player 9 (Gray)) then do (Player - Set the current research level of Foot Soldier Sword to (Current research level of Foot Soldier Sword for Player 8 (Pink)) for Player 12 (Brown)) else do (Do nothing)
 

Sim

Forum Administrator
Staff member
Reaction score
534
I just don't get what you mean by "spread out my triggers".

Apart from numerous memory leaks, your triggers are fine.
 

Romek

Super Moderator
Reaction score
964

skyblader

You're living only because it's illegal killing.
Reaction score
159
Please do not double post. Use the edit button if you have to. A link is already posted to help you with memory leaks. It explains what it is, how it leaks, and how to clear them as well. Just click on the link ;)
 

vonahs

New Member
Reaction score
0
ok for units one i tihnk i know how to fix it, but that tut doesnt give variable values which i am starting to get in to (creating a leadership board now) and is there a leak in the armor upgrade? cuz i cant think of one.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Is it me.. Or I don't see any armour upgrade triggers?
 

vonahs

New Member
Reaction score
0
so its only the unit create trigger? (that i fgirue cuz i read the memory leak)


Edit

darn now i see a few leaks in the Initialization
 

vonahs

New Member
Reaction score
0
Are the Leaks fixed? for this trigger? if so then i know how to fix the other unit leaks

Trigger:
  • Initialization
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • -------- Team 1 (RED,BLUE,TEAL) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 1 (Red) slot status) Equal to Is playing
              • (Player 1 (Red) controller) Equal to Computer
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision top <gen>
          • Player - Set Player 1 (Red) Current gold to 50
          • Set TempPoint[1] = (Player 1 (Red) start location)
          • Unit - Create 2 Kings Men for Player 1 (Red) at TempPoint[1] facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 1 (Red) at TempPoint[1] facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_TempPoint[1])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 2 (Blue) slot status) Equal to Is playing
              • (Player 2 (Blue) controller) Equal to Computer
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision top <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision <gen>
          • Player - Set Player 2 (Blue) Current gold to 50
          • Set TempPoint[2] = (Player 2 (Blue) start location)
          • Unit - Create 2 Kings Men for Player 2 (Blue) at TempPoint[2] facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 2 (Blue) at TempPoint[2] facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_TempPoint[2])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 3 (Teal) slot status) Equal to Is playing
              • (Player 3 (Teal) controller) Equal to Computer
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision top <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision <gen>
          • Player - Set Player 3 (Teal) Current gold to 50
          • Set TempPoint[3] = (Player 3 (Teal) start location)
          • Unit - Create 2 Kings Men for Player 3 (Teal) at TempPoint[3] facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 3 (Teal) at TempPoint[3] facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_TempPoint[3])
        • Else - Actions
          • Do nothing
      • -------- Team 1 (GREEN,PINK,GRAY) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 7 (Green) slot status) Equal to Is playing
              • (Player 7 (Green) controller) Equal to Computer
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Vision top <gen>
          • Player - Set Player 7 (Green) Current gold to 50
          • Set TempPoint[4] = (Player 7 (Green) start location)
          • Unit - Create 2 Kings Men for Player 7 (Green) at TempPoint[4] facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 7 (Green) at TempPoint[4] facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_TempPoint[4])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 8 (Pink) slot status) Equal to Is playing
              • (Player 8 (Pink) controller) Equal to Computer
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Vision top <gen>
          • Player - Set Player 8 (Pink) Current gold to 50
          • Set TempPoint[5] = (Player 8 (Pink) start location)
          • Unit - Create 2 Kings Men for Player 8 (Pink) at TempPoint[5] facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 8 (Pink) at TempPoint[5] facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_TempPoint[5])
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 9 (Gray) slot status) Equal to Is playing
              • (Player 9 (Gray) controller) Equal to Computer
        • Then - Actions
          • Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Vision <gen>
          • Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Vision top <gen>
          • Player - Set Player 9 (Gray) Current gold to 50
          • Set TempPoint[6] = (Player 9 (Gray) start location)
          • Unit - Create 2 Kings Men for Player 9 (Gray) at TempPoint[6] facing Default building facing degrees
          • Unit - Create 1 Fortess for Player 9 (Gray) at TempPoint[6] facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_TempPoint[6])
        • Else - Actions
          • Do nothing
      • For each (Integer A) from 1 to 6, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Player Group - Add (Player((Integer A))) to Team1) else do (Do nothing))
      • For each (Integer A) from 7 to 12, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Player Group - Add (Player((Integer A))) to Team2) else do (Do nothing))
      • Trigger - Run Set Up Leaderboard <gen> (ignoring conditions)
 
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