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Input Lag, Its causes, and how I should stop it

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Level 11
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Aug 25, 2006
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Ok I have a Wintermaul map which I have added several rather complex races to. However the map is overcome with a serious problem which worsens the longer you play a single game. The problem is 'input lag'. What I mean is that the game seems to be going normally, but any input you give the game (orders, pings, game commands) take up to 30 seconds to happen. Sometimes as long as a minute can pass before a unit you ordered to build something even moves.
I believe the cause of this is the build up of 'A unit is attacked' event/condition checks. I've come to this conclusion because an untriggered race with very high attack speeds turned out seriously add to the amount of 'input lag'. There are 30+ Attack actions, each with a set of conditions. However I'm at a loss for what I should do about it.
Matter of fact I'm not even sure I've pinpointed the correct problem. Can anyone list possible causes/fixes for this?
 
Level 3
Joined
Sep 20, 2007
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if there's a large lag from user input the most likely problem is latency, if there's slow gameplay and choppy fps it's probably a memory leak, make sure none of your triggers are "every 0.00 seconds" and upgrade from net-zero
 
Level 11
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Aug 25, 2006
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971
There is no problem with latency or slow fps. The game is perfectly fine and gets worse as time goes on. I'm pretty sure its got to do with large amounts of 'unit is attacked' events, and I'm wondering how to clean them up.

I know there is no problem with latency because we are playing LAN with a 1GPS connection between us.
 
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