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Lag = (3 x (Time Played on Map))... Help Pl0x!

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Okay, im having a problem with this map i have recently started making, The longer that this map runs the harder it lags! I've checked for leaks and theres none that i can spot, +rep for help with this!!! :grin:

Link to Map
 
Last edited:
The trigger Warp 3 leaks, do you know how to remove leaks? If not, tell me so that I can tell you. And in the Attack trigger, destroy the sound that you've played after the sound fades. Because sound also leaks.
 
I know a little bit how to remove leaks. so far the only leaks i know how to remove is by using these two custom triggers, Set Bj_wantDestroyGroup = true, and Call RemoveLocation.... If you can help me with the warp 3 leaks, plz tell me.. Also while your there take a look at the LOS trigger plz, i think thats what is causing the lag.
 
Oh, sorry. I reviewed it, Warp 3 doesn't leak but Time 1point4 sec greatly leaks, always store the (Position of (Picked unit)) in a Point variable and remove it at end part of the trigger to avoid lag.
 
Yeah, I also encountered Unit leak. The dummy unit you have created leaks, better remove the unit rather that adding an expiration timer because even if the unit expires, its information is not removed so your map store and stack its information and the result is also a stacking leak. Try using Game-time Wait action instead of adding an expiration timer before removing it.
 
Allright, ill give it a crack, Also i found the main leak that was causing it
It was the leaking Bullet in abillities that did it. I was using a unit group and that was leaking. Thanks!!!

If i could i would give you lotsa rep!!!
 
Allright, ill give it a crack, Also i found the main leak that was causing it
It was the leaking Bullet in abillities that did it. I was using a unit group and that was leaking. Thanks!!!

If i could i would give you lotsa rep!!!

Does your map still create lags?
 
I played the map many times but can't see the problem... Try moving the Game Text Action lower... And also I scanned the trigger and found no problems.
 
Just as a little extra input, a good way to get rid of dummies is to use an expiration timer, and make the dummy "Cannot Raise, Does Not Decay".

As an extra measure, you can also put in a trigger that says when a unit dies, and the unit type of that unit is your dummy, remove it from the game. (It's what I do, and it works wonders).
 
I checked the map you posted in post #5 and there are still leaks:

Cammo, Grenade Belt and RiflemanSpwan has "center of..." and "position of..." leaks.

Pulse Bullet Move:
  • (Number of units in (Units of type Pulse Bullet)) Greater than 0
^Creates a unit group which is not destroyed.

Why do you have that trigger running all the time, turn it on/off.

Pulse Bullet:
  • Set Point[2] = ((Center of (Playable map area)) offset by 125.00 towards 0.00 degrees)
Bayoneet, Claymore, Attack, Warp3 have leaks.
 
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