Hmmm why does others don't lag?
Custom script: call RemoveLocation (udg_*Temp variable name here*)
Custom script: call DestroyGroup (udg_*Temp variable name here*)
Custom script: call DestroyForce (udg_*Temp variable name here*)
Custom script: call DestroyEffect (udg_*Temp variable name here*)
Custom script: call DestroyLightning (udg_*Temp variable name here*)
Custom script: call DestroyTextTag (udg_*Temp variable name here*)
Custom script: call DestroyTimer (udg_*Temp variable name here*)
So there is like 85% that the game would lag?
I mean not my computer but others...... in game will it cause lag?
Well we don't let people test it yet.
I think the number of imported doodads, preplaced units and periodic triggers cause lag too..
Logically speaking, a larger map will require more computer resources. A larger map will typically have more units, doodads, etc. Since the computer needs to keep record of all these objects, there is a greater load on the computer.
Like mentioned previously, certain models can use more system resources, like that mangrove tree. I dont know much at all about models, but high detail models seem to requires more resources. Additionally, animating doodads will put greater load on the computer if there are too many of them. This is a problem when some creators use a mass of animated trees. Very laggy.