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the thing is that i been leak hunting for months now, cant believe im not done yeti would look for leaks elsewere. look at the tutorial for things that leak
ill post the triggers i use to re spawn the units, so you guys can check it and no, the units are all over the map, you wont have many in your screen together400 is too much. It can't even support multi-command. Maybe you are leaking it when you are creating or their animations reducts fps and causes major lag. Models can also be the suspect because it lags when so many units are inside the player's camera sight.
my pc is decent , dont think thats the problem, but something i noticed is that the more players the more lag / the faster it starts lagginPC specs?
Any trigger systems?
How many players between the units?
just to add more info, my map isLol, 400 units in a map is nothing, as long as they aren't all on the same screen.
I'd say look for leaks, clean them up and optimize all the triggers, especially periodic enumerations.
abc123

Acontecimientos


Map initialization

Condiciones

Acciones


Set tiempogrupo = (Units of type Tauren)


Grupo de unidad - Pick every unit in tiempogrupo and do (Actions)



Bucle: Acciones




Set Integer = (Integer + 1)




Unidad - Set the custom value of (Picked unit) to Integer




Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())




Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())




Custom script: call DestroyGroup(udg_tiempogrupo)


Custom script: call DestroyGroup(udg_tiempogrupo)
ReviveCreep

Acontecimientos


Unidad - A unit owned by Neutral hostil Muere

Condiciones


(Unit-type of (Dying unit)) Igual a Tauren

Acciones


Wait 20.00 seconds


Set tiempopunto[1] = (Center of (Entire map))


Set tiempopunto[2] = (tiempopunto[1] offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))]))


Unidad - Create 1 (Unit-type of (Dying unit)) for Neutral hostil at tiempopunto[2] facing (Random angle) degrees


Unidad - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))


Custom script: call RemoveLocation(udg_tiempopunto[1])


Custom script: call RemoveLocation(udg_tiempopunto[2])


Unidad - Remove (Dying unit) from the game
Total bullshit. I got over 900 units in my map, all pre-placed. My map size is 480x256. No lagging at all.400 units is too much for wc3 to handle. Also if you have a trigger that creates 400 units, that will really lag due to it is too many for Warcraft to handle. I suggest just make the enemies wave by wave and not 400 units all the way. Example 25-50 units maybe eadch wave and make intervals in the wave spawns because making waves spawn all the time makes wc3 lag also.
Don't ever do that! Only destroy a group that actually exists or the thread/trigger will crash and not be able to run until the end!another question as you can see i used destroygroup twice above, i guess i used to do it just to "feel safe" about the leak being fixed, but i also remember someone saying that we shouldnt put leak removals in loops, is that right? what problem would it cause?