I got these two triggers that are used in my map, and since i am experiencing some minor lagg i am wondering if this could be part of it.
-
Create food
-
Events
-
Time - Every 3.00 seconds of game time
-
-
Conditions
-
Actions
-
Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
Wait 0.20 game-time seconds
-
Set foodgroup = (Units owned by (Player((Integer A))) of type Food)
-
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Player((Integer A))) Food cap) Greater than (>) 0
-
(Number of units in foodgroup) Equal to (==) 0
-
-
Then - Actions
-
Set foodpoint = (Center of Food place <gen>)
-
Unit - Create 1 Food for (Player((Integer A))) at foodpoint facing Default building facing (270.0) degrees
-
Set food_unit[(Integer A)] = (Last created unit)
-
Custom script: call RemoveLocation (udg_foodpoint)
-
-
Else - Actions
-
-
-
Custom script: call DestroyGroup (udg_foodgroup)
-
-
-
-
-
Food equals 0
-
Events
-
Player - Player 1 (Red)'s Food cap becomes Equal to 0.00
-
Player - Player 2 (Blue)'s Food cap becomes Equal to 0.00
-
Player - Player 3 (Teal)'s Food cap becomes Equal to 0.00
-
Player - Player 4 (Purple)'s Food cap becomes Equal to 0.00
-
Player - Player 5 (Yellow)'s Food cap becomes Equal to 0.00
-
Player - Player 6 (Orange)'s Food cap becomes Equal to 0.00
-
Player - Player 7 (Green)'s Food cap becomes Equal to 0.00
-
Player - Player 8 (Pink)'s Food cap becomes Equal to 0.00
-
Player - Player 9 (Gray)'s Food cap becomes Equal to 0.00
-
Player - Player 10 (Light Blue)'s Food cap becomes Equal to 0.00
-
Player - Player 11 (Dark Green)'s Food cap becomes Equal to 0.00
-
Player - Player 12 (Brown)'s Food cap becomes Equal to 0.00
-
-
Conditions
-
Actions
-
Unit - Remove food_unit[(Player number of (Triggering player))] from the game
-
-