- Joined
- Sep 25, 2013
- Messages
- 717
Im using a damage detection system and I'm wondering if having too many damage detection triggers could be causing stuttering which my map has been experiencing lately.
Also, could floating text be an issue? I destroy it afterwards though
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Animal Attacked
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Events
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Game - PDD_damageEventTrigger becomes Equal to 1.00
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Conditions
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PDD_damageType Equal to PDD_PHYSICAL
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of PDD_target) Equal to Boar |cffff0000(500 Food)|r (Neutral)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(PDD_target is in SlaughteredAnimals) Equal to False
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of PDD_target) Greater than 450.00
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Then - Actions
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Set tempPoint = (Position of PDD_target)
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Set tempPoint2 = (Position of PDD_source)
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Set tempPoint3 = (tempPoint offset by (Random real number between 50.00 and 100.00) towards (Angle from tempPoint2 to tempPoint) degrees)
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Unit - Order PDD_target to Move To tempPoint3
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Custom script: call RemoveLocation(udg_tempPoint)
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Custom script: call RemoveLocation(udg_tempPoint2)
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Custom script: call RemoveLocation(udg_tempPoint3)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of PDD_target) Less than or equal to 450.00
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Then - Actions
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Unit Group - Add PDD_target to SlaughteredAnimals
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Unit - Set PDD_target movement speed to 0.00
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Animation - Play PDD_target's death animation
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Animation - Change PDD_target's vertex coloring to (100.00%, 25.00%, 25.00%) with 0.00% transparency
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Unit - Set life of PDD_target to 100.00%
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Animation - Play PDD_target's death animation
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Else - Actions
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Else - Actions
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Set PDD_amount = 2.00
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Player - Add 2 to (Owner of PDD_source) Current gold
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Special Effect - Create a special effect attached to the weapon,left of PDD_source using Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
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Special Effect - Destroy (Last created special effect)
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Set tempPoint = (Position of PDD_target)
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Set tempUnitGroup = (Units within 1000.00 of tempPoint)
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Unit Group - Pick every unit in tempUnitGroup and do (Actions)
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Loop - Actions
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Set PickedUnit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of PickedUnit) Equal to Boar |cffff0000(500 Food)|r (Neutral)
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(Unit-type of PickedUnit) Equal to Deer |cffff0000(300 Food)|r (Neutral)
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Then - Actions
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Else - Actions
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Unit Group - Remove PickedUnit from tempUnitGroup
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Custom script: call RemoveLocation(udg_tempPoint)
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Set tempPoint = (Position of (Random unit from tempUnitGroup))
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Unit - Order PDD_source to Attack-Move To tempPoint
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Custom script: call RemoveLocation(udg_tempPoint)
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Custom script: call DestroyGroup (udg_tempUnitGroup)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of PDD_target) Equal to Deer |cffff0000(300 Food)|r (Neutral)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(PDD_target is in SlaughteredAnimals) Equal to False
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of PDD_target) Greater than 250.00
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Then - Actions
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Set tempPoint = (Position of PDD_target)
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Set tempPoint2 = (Position of PDD_source)
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Set tempPoint3 = (tempPoint offset by (Random real number between 50.00 and 100.00) towards (Angle from tempPoint2 to tempPoint) degrees)
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Unit - Order PDD_target to Move To tempPoint3
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Custom script: call RemoveLocation(udg_tempPoint)
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Custom script: call RemoveLocation(udg_tempPoint2)
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Custom script: call RemoveLocation(udg_tempPoint3)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of PDD_target) Less than or equal to 250.00
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Then - Actions
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Unit Group - Add PDD_target to SlaughteredAnimals
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Unit - Set PDD_target movement speed to 0.00
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Animation - Play PDD_target's death animation
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Animation - Change PDD_target's vertex coloring to (100.00%, 25.00%, 25.00%) with 0.00% transparency
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Unit - Set life of PDD_target to 100.00%
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Animation - Play PDD_target's death animation
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Else - Actions
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Else - Actions
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Set PDD_amount = 2.00
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Player - Add 2 to (Owner of PDD_source) Current gold
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Special Effect - Create a special effect attached to the weapon,left of PDD_source using Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
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Special Effect - Destroy (Last created special effect)
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Set tempPoint = (Position of PDD_target)
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Set tempUnitGroup = (Units within 1000.00 of tempPoint)
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Unit Group - Pick every unit in tempUnitGroup and do (Actions)
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Loop - Actions
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Set PickedUnit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of PickedUnit) Equal to Boar |cffff0000(500 Food)|r (Neutral)
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(Unit-type of PickedUnit) Equal to Deer |cffff0000(300 Food)|r (Neutral)
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Then - Actions
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Else - Actions
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Unit Group - Remove PickedUnit from tempUnitGroup
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Custom script: call RemoveLocation(udg_tempPoint)
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Set tempPoint = (Position of (Random unit from tempUnitGroup))
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Unit - Order PDD_source to Attack-Move To tempPoint
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Custom script: call RemoveLocation(udg_tempPoint)
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Custom script: call DestroyGroup (udg_tempUnitGroup)
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Else - Actions
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Iron Hills Automaton Damage Source
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Events
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Game - PDD_damageEventTrigger becomes Equal to 1.00
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Conditions
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PDD_damageType Equal to PDD_PHYSICAL
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of PDD_source) Equal to Iron Hills Automaton |cffffff00(Weak vs. Siege/Spells)|r
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(Unit-type of PDD_source) Equal to Iron Hills Automaton |cffffff00(Weak vs. Siege/Spells)|r (Dwarven Architects)
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Actions
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Set tempPoint = (Position of PDD_source)
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Set tempUnitGroup = (Units within 1000.00 of tempPoint)
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Unit Group - Pick every unit in tempUnitGroup and do (Actions)
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Loop - Actions
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Set PickedUnit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of PickedUnit) Equal to Iron Hills Automaton |cffffff00(Weak vs. Siege/Spells)|r
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(Unit-type of PickedUnit) Equal to Iron Hills Automaton |cffffff00(Weak vs. Siege/Spells)|r (Dwarven Architects)
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Then - Actions
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Unit - Set mana of PickedUnit to 0.00%
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Else - Actions
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Custom script: call RemoveLocation (udg_tempPoint)
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Custom script: call DestroyGroup (udg_tempUnitGroup)
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Anti Siege vs Mechanical
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Events
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Game - PDD_damageEventTrigger becomes Equal to 1.00
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Conditions
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PDD_damageType Equal to PDD_PHYSICAL
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Or - Any (Conditions) are true
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Conditions
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(PDD_source has buff Siege ) Equal to True
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(PDD_source has buff Arrow Cannon ) Equal to False
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(PDD_target has buff Siege ) Equal to True
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Then - Actions
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Set PDD_amount = (PDD_amount x 2.00)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(PDD_target has buff Ship ) Equal to True
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Then - Actions
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Set PDD_amount = (PDD_amount x 5.00)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(PDD_target has buff Cast Iron Plating (Automatons)) Equal to True
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Then - Actions
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Set PDD_amount = (PDD_amount x 4.00)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(PDD_target has buff Granite Foundations ) Equal to True
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Then - Actions
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Set PDD_amount = (PDD_amount x 0.75)
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Else - Actions
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Harvest Farm
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Events
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Unit - A unit Begins casting an ability
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Ability being cast) Equal to Harvest (Level 1)(Farm)
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(Ability being cast) Equal to Harvest (Level 2)(Farm)
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(Ability being cast) Equal to Harvest (Level 3)(Farm)
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(Ability being cast) Equal to Harvest (Level 4)(Farm)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Harvest (Level 1)(Farm)
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Then - Actions
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Set tempPoint = (Position of (Triggering unit))
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Player - Add 20 to (Owner of (Triggering unit)) Current gold
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Special Effect - Create a special effect at tempPoint using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at tempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Destroy (Last created special effect)
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Floating Text - Create floating text that reads +20 at tempPoint with Z offset 0.00, using font size 10.00, color (100.00%, 15.00%, 15.00%), and 0.00% transparency
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Set tempFloatingText = (Last created floating text)
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Floating Text - Set the velocity of tempFloatingText to 64.00 towards 90.00 degrees
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Floating Text - Change tempFloatingText: Disable permanence
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Floating Text - Change the lifespan of tempFloatingText to 3.00 seconds
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Floating Text - Change the fading age of tempFloatingText to 0.01 seconds
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Custom script: call RemoveLocation (udg_tempPoint)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Harvest (Level 2)(Farm)
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Then - Actions
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Set tempPoint = (Position of (Triggering unit))
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Player - Add 23 to (Owner of (Triggering unit)) Current gold
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Special Effect - Create a special effect at tempPoint using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at tempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Destroy (Last created special effect)
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Floating Text - Create floating text that reads +23 at tempPoint with Z offset 0.00, using font size 10.00, color (100.00%, 15.00%, 15.00%), and 0.00% transparency
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Set tempFloatingText = (Last created floating text)
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Floating Text - Set the velocity of tempFloatingText to 64.00 towards 90.00 degrees
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Floating Text - Change tempFloatingText: Disable permanence
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Floating Text - Change the lifespan of tempFloatingText to 3.00 seconds
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Floating Text - Change the fading age of tempFloatingText to 0.01 seconds
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Custom script: call RemoveLocation (udg_tempPoint)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Harvest (Level 3)(Farm)
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Then - Actions
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Set tempPoint = (Position of (Triggering unit))
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Player - Add 26 to (Owner of (Triggering unit)) Current gold
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Special Effect - Create a special effect at tempPoint using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at tempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Destroy (Last created special effect)
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Floating Text - Create floating text that reads +26 at tempPoint with Z offset 0.00, using font size 10.00, color (100.00%, 15.00%, 15.00%), and 0.00% transparency
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Set tempFloatingText = (Last created floating text)
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Floating Text - Set the velocity of tempFloatingText to 64.00 towards 90.00 degrees
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Floating Text - Change tempFloatingText: Disable permanence
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Floating Text - Change the lifespan of tempFloatingText to 3.00 seconds
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Floating Text - Change the fading age of tempFloatingText to 0.01 seconds
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Custom script: call RemoveLocation (udg_tempPoint)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Harvest (Level 4)(Farm)
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Then - Actions
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Set tempPoint = (Position of (Triggering unit))
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Player - Add 29 to (Owner of (Triggering unit)) Current gold
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Special Effect - Create a special effect at tempPoint using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at tempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Destroy (Last created special effect)
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Floating Text - Create floating text that reads +29 at tempPoint with Z offset 0.00, using font size 10.00, color (100.00%, 15.00%, 15.00%), and 0.00% transparency
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Set tempFloatingText = (Last created floating text)
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Floating Text - Set the velocity of tempFloatingText to 64.00 towards 90.00 degrees
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Floating Text - Change tempFloatingText: Disable permanence
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Floating Text - Change the lifespan of tempFloatingText to 3.00 seconds
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Floating Text - Change the fading age of tempFloatingText to 0.01 seconds
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Custom script: call RemoveLocation (udg_tempPoint)
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Else - Actions
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