- Joined
- Mar 21, 2008
- Messages
- 375
yeah so, i've been having this problem with my map:
playing it for about 30 minutes, my fps gradually drops to 0.1
then eventually, the game crashes saying something along the lines of
"not enough memory process this command"
also, please dont start spamming Things That Leak-type threads, ive read most of them all and they did help me deleak a lot of crap... but the problem still persists. so yeah, i really can't find a way to fix this, maybe it would help me (somewhat) if you would just list random crap that lags maps (getting pretty desperate here)
random triggers (some slightly edited lol):
also my bad if these triggers are tl;dr and/or bad examples, im just throwing out random things i suspect to be the things lagging the game
playing it for about 30 minutes, my fps gradually drops to 0.1
then eventually, the game crashes saying something along the lines of
"not enough memory process this command"
also, please dont start spamming Things That Leak-type threads, ive read most of them all and they did help me deleak a lot of crap... but the problem still persists. so yeah, i really can't find a way to fix this, maybe it would help me (somewhat) if you would just list random crap that lags maps (getting pretty desperate here)
random triggers (some slightly edited lol):
also my bad if these triggers are tl;dr and/or bad examples, im just throwing out random things i suspect to be the things lagging the game
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cinematic thing
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Events
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Unit - A unit enters cutscene4 <gen>
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Conditions
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(Unit-type of (Triggering unit)) Equal to Footman
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Actions
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Trigger - Turn off (This trigger)
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Trigger - Turn off trap3 <gen>
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Trigger - Turn on stomp knockback <gen>
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Cinematic - Turn cinematic mode On for (All players)
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Cinematic - Fade out and back in over 4.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
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Wait 1.85 seconds
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Set temp_loc[1] = (Center of misc11 <gen>)
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Set temp_loc[2] = (Center of misc11a <gen>)
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Set temp_loc[3] = (Center of misc11b <gen>)
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Set temp_loc[4] = (Center of misc11c <gen>)
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Set temp_loc[5] = (Center of misc11d <gen>)
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Set temp_loc[6] = (Center of misc11e <gen>)
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Set temp_loc[7] = (Center of misc11f <gen>)
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Set temp_loc[8] = (Center of misc11g <gen>)
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For each (Integer A) from 1 to 8, do (Actions)
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Loop - Actions
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Hero - Instantly revive player_hero[(Integer A)] at temp_loc[(Integer A)], Hide revival graphics
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Unit - Move player_hero[(Integer A)] instantly to temp_loc[(Integer A)]
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Unit - Make player_hero[(Integer A)] face The Fucking Captain 0078 <gen> over 0.00 seconds
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Custom script: call RemoveLocation(udg_temp_loc[GetForLoopIndexA()])
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
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Camera - Apply Camera 023 <gen> for (Picked player) over 0.00 seconds
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Camera - Apply Camera 024 <gen> for (Picked player) over 2.00 seconds
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Wait 2.00 seconds
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Game - Display to (All players) the text: (player_color_string[4] + ((Name of Player 4 (Purple)) + (:|r + blah)))
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Wait 0.60 seconds
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Game - Display to (All players) the text: (player_color_string[4] + ((Name of Player 4 (Purple)) + (:|r + you dont need to read)))
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Wait 1.20 seconds
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
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Camera - Apply Camera 025 <gen> for (Picked player) over 0.00 seconds
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Game - Display to (All players) the text: |cff106246A person...
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Wait 0.70 seconds
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Game - Display to (All players) the text: (player_color_string[4] + ((Name of Player 4 (Purple)) + (:|r + blah blah blah)))
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Wait 2.00 seconds
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Game - Display to (All players) the text: |cff106246A person...
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Wait 1.20 seconds
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Game - Display to (All players) the text: |cff106246A person...
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Wait 1.20 seconds
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
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Camera - Apply Camera 024 <gen> for (Picked player) over 0.00 seconds
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Game - Display to (All players) the text: (player_color_string[1] + ((Name of Player 1 (Red)) + (:|r + blah blah)))
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Wait 2.00 seconds
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Game - Display to (All players) the text: (player_color_string[5] + ((Name of Player 5 (Yellow)) + (:|r + ((Name of Player 4 (Purple)) + ....... wtf.))))
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Wait 0.30 seconds
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Game - Display to (All players) the text: (|cff106246A Person:|r + uhh ok)
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Wait 2.00 seconds
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Trigger - Turn on stomp <gen>
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Trigger - Turn on summon <gen>
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Destructible - Close Iron Gate (Vertical) 0840 <gen>
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Cinematic - Turn cinematic mode Off for (All players)
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
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Camera - Reset camera for (Picked player) to standard game-view over 0.00 seconds
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Trigger - Turn on fallout1 <gen>
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Custom script: call DestroyTrigger(GetTriggeringTrigger())
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trigger for moving arrow projectiles
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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For each (Integer firearrow_int) from 1 to 8, do (Actions)
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Loop - Actions
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Set firearrow_temploc[firearrow_int] = (Position of firearrow_unit[firearrow_int])
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Set firearrow_temploc2[firearrow_int] = (firearrow_temploc[firearrow_int] offset by 30.00 towards (Facing of firearrow_unit[firearrow_int]) degrees)
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Unit - Move firearrow_unit[firearrow_int] instantly to firearrow_temploc2[firearrow_int]
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 100.00 of firearrow_temploc2[firearrow_int]) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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pvp_boolean Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) is alive) Equal to True
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(Picked unit) Not equal to player_hero[firearrow_int]
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(Picked unit) Not equal to firearrow_unit[firearrow_int]
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Then - Actions
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Set faunit_temploc2[1] = (Position of (Picked unit))
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Set temp_loc[1] = (Position of (Picked unit))
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Unit - Cause player_hero[firearrow_int] to damage circular area after 0.00 seconds of radius 110.00 at temp_loc[1], dealing ((Distance between faunit_temploc[firearrow_int] and faunit_temploc2[1]) / 30.00) damage of attack type Normal and damage type Normal
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Unit - Kill firearrow_unit[firearrow_int]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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flamearrow_boolean[firearrow_int] Equal to True
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Then - Actions
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Unit - Cause player_hero[firearrow_int] to damage circular area after 0.00 seconds of radius 110.00 at temp_loc[1], dealing 10.00 damage of attack type Normal and damage type Normal
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Else - Actions
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Unit - Cause player_hero[firearrow_int] to damage circular area after 0.00 seconds of radius 110.00 at temp_loc[1], dealing 1.00 damage of attack type Normal and damage type Normal
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Custom script: set udg_firearrow_unit[udg_firearrow_int] = null
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Custom script: set udg_firearrow_csunit[udg_firearrow_int] = null
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Custom script: call RemoveLocation(udg_temp_loc[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
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Custom script: call RemoveLocation(udg_faunit_temploc[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
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Custom script: call RemoveLocation(udg_faunit_temploc2[1])
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Custom script: call RemoveLocation(udg_temp_loc[1])
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Else - Actions
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Custom script: call RemoveLocation(udg_firearrow_temploc[udg_firearrow_int])
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Custom script: call RemoveLocation(udg_firearrow_temploc2[udg_firearrow_int])
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trigger that knocks back units
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Events
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Time - Every 0.07 seconds of game time
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Conditions
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Actions
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For each (Integer tfc_kb_loopint) from 1 to 8, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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tfc_kb_boolean[tfc_kb_loopint] Equal to True
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Then - Actions
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Unit - Set the custom value of player_hero[tfc_kb_loopint] to ((Custom value of player_hero[tfc_kb_loopint]) - 1)
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Set tfc_kb_temploc2[tfc_kb_loopint] = (Position of player_hero[tfc_kb_loopint])
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Set tfc_kb_temploc[(Player number of (Owner of player_hero[tfc_kb_loopint]))] = (tfc_kb_temploc2[tfc_kb_loopint] offset by ((Real((Custom value of player_hero[tfc_kb_loopint]))) x 15.00) towards ((Facing of player_hero[tfc_kb_loopint]) - 180.00) degrees)
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Unit - Move player_hero[tfc_kb_loopint] instantly to tfc_kb_temploc[(Player number of (Owner of player_hero[tfc_kb_loopint]))]
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Special Effect - Create a special effect attached to the origin of player_hero[tfc_kb_loopint] using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation(udg_tfc_kb_temploc[udg_tfc_kb_loopint])
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Custom script: call RemoveLocation(udg_tfc_kb_temploc2[udg_tfc_kb_loopint])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Custom value of player_hero[tfc_kb_loopint]) Less than or equal to 0
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Then - Actions
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Set tfc_kb_boolean[tfc_kb_loopint] = False
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Else - Actions
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Else - Actions
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kills stuff in a line
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Events
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Time - Every 10.00 seconds of game time
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Conditions
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Actions
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For each (Integer trap_int) from 1 to 19, do (Actions)
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Loop - Actions
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Set temp_loc[99] = (Position of Guard Tower 0073 <gen>)
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Set temp_loc[100] = (temp_loc[99] offset by (150.00 x (Real(trap3_int))) towards 360.00 degrees)
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Special Effect - Create a special effect at temp_loc[100] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Cause Guard Tower 0073 <gen> to damage circular area after 0.00 seconds of radius 200.00 at temp_loc[100], dealing 9999999.00 damage of attack type Normal and damage type Normal
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Custom script: call RemoveLocation(udg_temp_loc[100])
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Custom script: call RemoveLocation(udg_temp_loc[99])
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Wait 0.01 seconds
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trigger for equipping weapons (also dont mind the "unit[1] = trigger unit" thing)
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Events
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Unit - A unit Uses an item
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Conditions
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(Item-class of (Item being manipulated)) Equal to Permanent
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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equipprimary_boolean[(Player number of (Owner of (Triggering unit)))] Equal to True
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Then - Actions
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Wait 0.01 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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equipprimary_boolean[(Player number of (Owner of (Triggering unit)))] Equal to False
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Then - Actions
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Else - Actions
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Game - Display to (Player group((Owner of (Triggering unit)))) the text: (|cff808080You are already wielding a|r |cffffcc00 + ((Name of equippedprimary_item[(Player number of (Owner of unit[1]))]) + |r))
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Skip remaining actions
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Else - Actions
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For each (Integer A) from 1 to 999, do (Actions)
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Loop - Actions
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Set unit[1] = (Triggering unit)
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Unit - Remove itemprimary_ability[(Integer A)] from unit[1]
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Custom script: set udg_unit[1] = null
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Item-type of (Item being manipulated)) Equal to Sword
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Then - Actions
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Set unit[1] = (Triggering unit)
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Special Effect - Create a special effect attached to the hand left of unit[1] using Abilities\Spells\Orc\Disenchant\DisenchantSpecialArt.mdl
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Special Effect - Destroy (Last created special effect)
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Set equippedprimary_item[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
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Unit - Add Item Damage Bonus (+11) (Sword) to unit[1]
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Unit - Add Lacerate (Sword) to unit[1]
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Item - Make (Item being manipulated) Undroppable
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Game - Set ally color filtering to 2
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Game - Set ally color filtering to 0
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Custom script: set udg_unit[1] = null
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Wait 0.01 seconds
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Set equipprimary_boolean[(Player number of (Owner of (Triggering unit)))] = True
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Else - Actions
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Last edited: