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Game Delay?!??!

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Nov 16, 2010
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I am very stressed over this . . when I tested my map in Single player , it does not have any delay.
I invited my friend to test for my map to check whether's there any bug , but why does it keep delay when it was in LAN game?

Something i used , i filtered them very well to ensure things does not collide.
Left Arrow = Move to left position offset of the main character(main unit)
Right ARrow = Move to the right position offset of the main character(main unit)
And along with a skill , with Z hotkey (Fire in front of the main character(main unit).
it just keep delay , is there any solution for this?
 
thanks , i think my problems are related with the thread.
because i have been using lots of Pan camera and pick every units. if i don't use both of the functions , what could i have use ? :ogre_icwydt:

keep using them.
just "fix" them.

what you probably do:
  • Unit Group - Pick every unit in GroupVar and do (Unit - Hide (Picked unit))
(quote from that thread)
what you actually needed to do:
  • Set GroupVar = Pick every unit in (Playable Map Area)
  • Unit Group - Pick every unit in GroupVar and do (Unit - Hide (Picked unit))
  • Custom script: call DestroyGroup(udg_GroupVar)
 
You don't have to set a variable just for single-time use, just use this:

  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in *YourRange or whatsoever*
    • ----------Actions----------
The set bj_wantDestroyGroup = true will destroy that unit group creation right after its usage.
 
if it still is not solved, it maybe because of the connection :) if you are connecting through lan wires, then the triggers might be the problem but if you are connecting through the internet then the connection may be the problem :)
 
it's solved! I tried to remake the triggers , making them into Points and give a custom script remove Point , that was causing it memory leak i guess. .
because i am using Move to Point Offset all along of the game . .
how do i call this solved for this thread?
 
it's solved! I tried to remake the triggers , making them into Points and give a custom script remove Point , that was causing it memory leak i guess. .
because i am using Move to Point Offset all along of the game . .
how do i call this solved for this thread?

dont bother lol
 
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