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[General] Lags when creeps appear

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Level 4
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Dec 30, 2019
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Im making kind of Hero Defence and i want to randomize creeps type of each wave.
At first I put every creep in one tileset (about 300 unit types) then i was trying to make simple "create random creep of lvl" this maked lags even with 3 units... I was thinking that happends because of a lot of types of creeps .Аfter that I decided to store everything in the hashtables at the beginning of the game (calculate all randoms and just getting data at the moment of spawning) But I still get lags... If i spawn one type of creeps or 2-3 types its ok... But if i getting data from hashtable it lags a lot and i cant get WHY?!
Here are my triggers:
Init:
  • Creeps init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set VariableSet Creeps_Table = (Last created hashtable)
      • -------- Basic Lvl for creeps --------
      • Set VariableSet Creeps_Loop_Hash_Lvl = 1
      • -------- Count waves per creeps level up --------
      • Set VariableSet Creeps_C_Waves_Lvl = 5
      • -------- Count of waves by levels 1-9 lvl --------
      • Set VariableSet Creeps_C_Waves_All = (Creeps_C_Waves_Lvl x 9)
      • -------- Creeps per Player --------
      • Set VariableSet Creeps_C_Waves_Per_Player = 4
      • Set VariableSet Creeps_C_Waves_Per_Player = (Creeps_C_Waves_Per_Player x (Number of players in Players_users))
      • For each (Integer A) from 1 to Creeps_C_Waves_All, do (Actions)
        • Loop - Actions
          • -------- Calculate lvl up for creeps waves --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Creeps_Loop_Hash_Lvl_i Equal to Creeps_C_Waves_Lvl
            • Then - Actions
              • Set VariableSet Creeps_Loop_Hash_Lvl = (Creeps_Loop_Hash_Lvl + 1)
              • Set VariableSet Creeps_Loop_Hash_Lvl_i = 1
            • Else - Actions
              • Set VariableSet Creeps_Loop_Hash_Lvl_i = (Creeps_Loop_Hash_Lvl_i + 1)
          • For each (Integer B) from 1 to Creeps_C_Waves_Per_Player, do (Actions)
            • Loop - Actions
              • Set VariableSet Creeps_Random_Temp = (Random level Creeps_Loop_Hash_Lvl creep unit-type)
              • Custom script: set udg_Creeps_Type_Temp = udg_Creeps_Random_Temp
              • Hashtable - Save Creeps_Type_Temp as (Integer A) of (Integer B) in Creeps_Table.
      • Custom script: set udg_Creeps_Random_Temp = udg_Creeps_Type_Temp
      • Set VariableSet Creeps_Level = 0
      • Trigger - Run Creeps spawn <gen> (checking conditions)
      • Custom script: call DestroyTrigger(GetTriggeringTrigger())
Wait for spawn:
  • Creeps spawn
    • Events
    • Conditions
    • Actions
      • Wait (Random real number between 15.00 and 20.00) seconds
      • Set VariableSet Creeps_Count = ((Players_In_Game_Count + 1) + (Random integer number between 1 and 2))
      • Set VariableSet Creeps_Count_Wave = (Creeps_Count_Wave + 1)
      • Set VariableSet Creeps_Level = ((Creeps_Count_Wave / 5) + 1)
      • Set VariableSet Creeps_Count_Loop = Creeps_Count
      • Trigger - Turn on Creeps create <gen>
      • Wait 5.00 seconds
      • Trigger - Run (This trigger) (checking conditions)
Spawning:
  • Creeps create
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Creeps_Count_Loop Not equal to Creeps_Count
        • Then - Actions
          • Set VariableSet Temp_locB_Spawn = (Position of Castle 0002 <gen>)
          • Unit - Order Temp_Creep_Spawn[1] to Attack-Move To.Temp_locB_Spawn
          • Custom script: call RemoveLocation(udg_Temp_locB_Spawn)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Creeps_Count_Loop Greater than 0
        • Then - Actions
          • Set VariableSet Temp_locA_Spawn = (Random point in 2GatesMainTop <gen>)
          • Set VariableSet Creeps_Type_Temp = (Load Creeps_Count_Wave of Creeps_Count_Loop from Creeps_Table.)
          • Custom script: set udg_Creeps_Random_Temp = udg_Creeps_Type_Temp
          • Set VariableSet UnitIndexerEnabled = No
          • Unit - Create 1.Creeps_Random_Temp for Player_Attack at Temp_locA_Spawn facing 270.00 degrees
          • Set VariableSet UnitIndexerEnabled = Yes
          • Set VariableSet Temp_Creep_Spawn[1] = (Last created unit)
          • Set VariableSet Creeps_Count_Loop = (Creeps_Count_Loop - 1)
          • Custom script: call RemoveLocation(udg_Temp_locA_Spawn)
        • Else - Actions
          • Trigger - Turn off (This trigger)
 
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