• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[General] Huge lag spell loop

Status
Not open for further replies.
Level 15
Joined
Oct 29, 2012
Messages
1,474
[Spell Bug] Huge lag spell loop

Hi , I've decided to make a spellpack and I am still in the first spell . Well it is 99% but it seems that my spell's loop lags horribly . I tried custom scripts , but don't work . Can you figure out what the problem is? +rep
  • Super Nova Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer LoopInteger) from 1 to 3, do (Actions)
        • Loop - Actions
          • Set SN_NextPReal[LoopInteger] = (SN_NextPReal[LoopInteger] + 1.00)
          • Set SN_NextP[LoopInteger] = (Super_Nova_Point[Opt_Integer1] offset by 300.00 towards SN_NextPReal[LoopInteger] degrees)
          • Set Super_Nova_Point2[LoopInteger] = (SN_NextP[LoopInteger] offset by 30.00 towards (Facing of Super_Nova_Dummy[LoopInteger]) degrees)
          • Unit - Move Super_Nova_Dummy[LoopInteger] instantly to SN_NextP[LoopInteger], facing SN_NextPReal[LoopInteger] degrees
          • Unit - Move Super_Nova_Wave[LoopInteger] instantly to Super_Nova_Point2[LoopInteger]
          • Unit - Make Super_Nova_Wave[LoopInteger] face SN_NextPReal[LoopInteger] over 0.00 seconds
          • Unit - Move Super_Nova_Wave2[LoopInteger] instantly to Super_Nova_Point2[LoopInteger]
          • Unit - Make Super_Nova_Wave2[LoopInteger] face SN_NextPReal[LoopInteger] over 0.00 seconds
          • Unit - Move Super_Nova_Wave3[LoopInteger] instantly to Super_Nova_Point2[LoopInteger]
          • Unit - Make Super_Nova_Wave3[LoopInteger] face SN_NextPReal[LoopInteger] over 0.00 seconds
          • Unit - Create 1 Fire for (Player(Opt_Integer1)) at Super_Nova_Point2[LoopInteger] facing (Facing of Super_Nova_Dummy[LoopInteger]) degrees
          • Set Super_Nova_FireGroup = (Units owned by (Player(Opt_Integer1)) of type Fire)
          • Unit Group - Pick every unit in Super_Nova_FireGroup and do (Actions)
            • Loop - Actions
              • Set Super_Nova_Fire_NP = (Position of (Picked unit))
              • Set Super_Nova_Point3 = (Super_Nova_Fire_NP offset by 30.00 towards (Facing of (Picked unit)) degrees)
              • Unit - Move (Picked unit) instantly to Super_Nova_Point3
              • Custom script: call RemoveLocation(udg_Super_Nova_Fire_NP)
              • Custom script: call RemoveLocation(udg_Super_Nova_Point3)
          • Custom script: call RemoveLocation(udg_Super_Nova_Point2[udg_LoopInteger])
          • Custom script: call RemoveLocation(udg_SN_NextP[udg_LoopInteger])
          • Custom script: call DestroyGroup(udg_Super_Nova_FireGroup)
 
Status
Not open for further replies.
Top