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Improving map load time

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Apr 9, 2008
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I've had a bit of a look around, but can't seem to find a definitive reference on what actually increases map load times.

From what I can gather, the following have an effect on load times:
-Imported materials (models, sounds, textures, etc.)
-Size of map.
-Widgetising object data
-Init functions (moving to .1 second, improves map load?)

Wondering if anyone can confirm (other than widgetiser obviously) or point out additional causes for poor map loading times.

Cheers.
 
Level 16
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Seas =)

That what I notice often and know myself is the following:

Each possible thing you can place with a trigger - should be placed with triggering. If you put things (unit, buildings, trees.....) directly on the map (without trigger) more time for loading is required.
> Example: Place 1000 trees directly longer load time. Place 1000 trees with trigger - map loads faster.

The same with units and buildings. What you can place with trigger do it.

Note: But don't do "Map init" only. You can create a map init trigger that runs other triggers. This other triggers (that should be run) have a wait delay. So the first trigger has "wait 0.25 sec" the second "wait 0.5 sec" and so on. As I notice myself - this will improve the loading time. And if you don't init all triggers at the same time, you don't get any lags. And ofc you can use "ever 0.15 seconds of game time".
 
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Actually, if you look a completed maps script, you can see placed units, which means that WE merely generates JASS to create units. But yer, if you create a trigger as a timer event at 0 seconds and get that to call your own init (don't use map init event), map loads blazingly fast, though will lag at the start of the map.

You can mitigate the lag by adding short timers between non-critical startup functions.
 
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