By scanning through the object editor I saw that you have created at least 83 location leaks inside your triggers. Which can cause lag in your map to appear. A LOT of it
And I'm not even talking about any other leaks right now so imagine the severe consequences ^.^
I'm not going to take them out one by one since it will take me to much time.
Just make sure that you replace the Center of ... parts with a temporary variable set to that location and then use
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Custom script: call RemoveLocation(udg_your_temporary_variable)
afterwards.
Also, don't use the Wait action it's really inacurate when playing online.
You might want to use timers instead.
For the arena part: How exactly would you like it to be done?
You want to have an arena every 5 minutes right?
And every 5 minutes it needs to pick one of the 4 arena's randomly.
Do you want the arena's to be re-picked?
As in making it possible to do the same arena again?
Or do they need to be eliminated once done?
Also I'm not sure what you would like to do in each arena so I'll leave that up to you.
One last thing: if there is only 1 arena right now than how am I supposed to test if my trigger worked?
I'm not going to create the arena's themselves for you.
As a temporary solution I'll create the regions and test it.
But I'm not going to fully examine and improve this map since it takes way to much of my precious time
And is it me or is there something wrong with the Dirt terrain tile?
Everything seems to be white for me :S Is that correct?
EDIT: wait, how am I supposed to do this? You don't even store the hero's for the players in any variable, nor do you have any hero selection system?
And what is up with this custom hero I get at start. I'm supposed to walk into a portal with it to be shot to death? :S
I really don't get the point here...
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timer start 1
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Events
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Unit - A unit owned by Player 1 (Red) Dies
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Conditions
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Actions
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Countdown Timer - Start dietimer[1] as a One-shot timer that will expire in (Real(((Hero level of (Triggering unit)) x 2))) seconds
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Countdown Timer - Create a timer window for dietimer[1] with title respawn:
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Countdown Timer - Show (Last created timer window)
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Set dietimerwindow[1] = (Last created timer window)
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Wait (Real(((Hero level of (Triggering unit)) x 2))) seconds
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If ((Owner of (Triggering unit)) Equal to (==) Player 1 (Red)) then do (Hero - Instantly revive (Triggering unit) at (Center of hero spawn down <gen>), Show revival graphics) else do (Do nothing)
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hero destruct 1
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Events
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Time - dietimer[1] expires
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Conditions
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Actions
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Countdown Timer - Destroy dietimerwindow[1]
I hope you do understand that these triggers are wrong in so many ways?
First off, timer start 1 will start even when a normal unit of player 1 dies. Basically you're starting this trigger every time a unit of player 1 dies. It doesn't even have to be a hero here...
Okay so taking that into consideration then what if the unit was just a normal unit and not a hero, then how is this supposed to work:
Countdown Timer - Start dietimer[1] as a One-shot timer that will expire in (Real(((Hero level of (Triggering unit)) x 2))) seconds
There is no hero level since the unit who died was a normal unit. The timer will not be set at all here.
Third: using waits are inaccurate and might be different for each player. You should not use waits, and why even use a wait if you already have a timer? :S Isn't that the purpose of creating the timer to begin with?
Wait (Real(((Hero level of (Triggering unit)) x 2))) seconds
Ow and this will also not work if the unit is a normal one.
Fourth: Now this is the part that troubles me most: why use a wait after starting a timer to then check if the unit that died was one of player 1's units so that you can revive it?
If ((Owner of (Triggering unit)) Equal to (==) Player 1 (Red)) then do (Hero - Instantly revive (Triggering unit) at (Center of hero spawn down <gen>), Show revival graphics) else do (Do nothing)
This stuff got me really confused: ((Owner of (Triggering unit)) Equal to (==) Player 1 (Red)) Didn't you already do that in the event?
Unit - A unit owned by Player 1 (Red) Dies
then this: (Hero - Instantly revive (Triggering unit) at (Center of hero spawn down <gen>), Show revival graphics) else do (Do nothing)
It has 1 location leak: Center of hero spawn down.
Why not put the reviving of the unit inside the second trigger?
Why use a wait at all? I guess it's because you want to revive the Triggering unit, but you shouldn't be reviving triggering unit here.
You should be reviving the hero of player 1. Which you can referr to if you set a variable for example:
Hero[1] = (Last sold unit) or something like that for whatever hero selection system you have created. In this case with a tavern.
This is just one example of the 180 triggers you've created. I'm not trying to blow you off and yell at you for what you've done wrong here, please don't see it that way. I'm just trying to say that the triggers that are created in this map should be improved big time. Because now I'm not even abled to create the arena's for you since I would need to create a hero selection system first.
I suggest you take a look at the following tutorials so that you will be abled to improve your triggers:
Hero selection systems
(choose which one you want to create and read it thoroughly)
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/hero-selection-systems-38699/
A tutorial on leaks
(This is very usefull and a bit advanced, read carefully and try to understand)
http://www.hiveworkshop.com/forums/...quick-tutorial-common-triggering-tips-190802/
A tutorial on creating timers
(take note of what the creator of that tutorial did with the hero revive 1 trigger, that's basically how yours should look like)
http://www.hiveworkshop.com/forums/...ate-sucessfull-timer-window-reuploaded-97651/
Delirium's essentials tutoral
(Read this tutorial thoroughly it is VERY usefull for new GUI triggerers, this will also explain why you should not use waits)
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/essentials-tutorial-141191/#Wait
Complete and Concise GUI Tutorial
(This tutorial might be usefull as a reference to GUI triggerers. I saw that some of the variables that you've created had array's where they did not need to. Small stuff like that, take a look in this tutorial and be reminded on how things work in GUI)
http://www.hiveworkshop.com/forums/...als-279/complete-concise-gui-tutorial-111863/
I guess this will do for now.
I will not create this arena system for you untill you've created yourself a nice hero selection system. It would be better this way. I could of course do it without any hero selection system but it'll just become even more messy then it already is. Try to clean some stuff up in there and improve it.
And sorry for being such a dick about this.
It was not my intention