so i have a tower, shoots every 0.2s
each shot i do GetRandomInt(1,100)==54
if true
call CreateNUnitsAtLoc(1,'h00N',Player(9),GetRectCenter(gg_rct_Spawn),bj_UNIT_FACING)
call IssueTargetOrder(GetLastCreatedUnit(),"unholyfrenzy",GetAttacker())
call TriggerSleepAction(1.00)
call RemoveUnit(GetLastCreatedUnit())
else
call DoNothing()
so lets say i have 24 of these tower shooting nonstop for 1 min. Does it really have to lag? is there a solution? the dummy units cast a damage over time spell based on unholy frenzy that lasts for 10s and deals 30 dmg per sec.
24*5*60 = 7200 shots fired only = 72 dummy units created in a matter of 1 min
so why does it lag.. i dont get it. not to mention they get removed after 1 second
each shot i do GetRandomInt(1,100)==54
if true
call CreateNUnitsAtLoc(1,'h00N',Player(9),GetRectCenter(gg_rct_Spawn),bj_UNIT_FACING)
call IssueTargetOrder(GetLastCreatedUnit(),"unholyfrenzy",GetAttacker())
call TriggerSleepAction(1.00)
call RemoveUnit(GetLastCreatedUnit())
else
call DoNothing()
so lets say i have 24 of these tower shooting nonstop for 1 min. Does it really have to lag? is there a solution? the dummy units cast a damage over time spell based on unholy frenzy that lasts for 10s and deals 30 dmg per sec.
24*5*60 = 7200 shots fired only = 72 dummy units created in a matter of 1 min
so why does it lag.. i dont get it. not to mention they get removed after 1 second