- Joined
- Jun 1, 2009
- Messages
- 4
~1
I have a structure that trains units and upgrades into another structure, however, once the structure has trained a unit the ability to upgrade it doesn't work anymore. If nobody has any idea's I'll upload the map so they can look at all the possible factors.
~2
I have two area's to build spawning structures. One will have units spawned in it run in a clockwise perimeter of the map. The other is counterclockwise. The only way I've managed to have them complete this four point jog is by having a trigger to have a trigger command a unit to move then wait until that unit reaches the point which I commanded to move, for example the top left corner, but the problem is the trigger must check for the unit ever "?" seconds for each unit spawned. This ends up lagging the game incredibly. How can I simplify the trigger to reduce lag?
~3
In games such as Castle Fight, Stronghold, and some other unit spawning maps units spawned are under the control of the player who spawned them but do not move when told to, or in Castle Fight's instance, don't even have their common ability's such as "Attack" "Stop" "Patrol" "Hold Position" "Move" but only their custom ability's which they will cast by themselves. How can I make units into this state without lag?
All help is greatly appreciated.
I have a structure that trains units and upgrades into another structure, however, once the structure has trained a unit the ability to upgrade it doesn't work anymore. If nobody has any idea's I'll upload the map so they can look at all the possible factors.
~2
I have two area's to build spawning structures. One will have units spawned in it run in a clockwise perimeter of the map. The other is counterclockwise. The only way I've managed to have them complete this four point jog is by having a trigger to have a trigger command a unit to move then wait until that unit reaches the point which I commanded to move, for example the top left corner, but the problem is the trigger must check for the unit ever "?" seconds for each unit spawned. This ends up lagging the game incredibly. How can I simplify the trigger to reduce lag?
~3
In games such as Castle Fight, Stronghold, and some other unit spawning maps units spawned are under the control of the player who spawned them but do not move when told to, or in Castle Fight's instance, don't even have their common ability's such as "Attack" "Stop" "Patrol" "Hold Position" "Move" but only their custom ability's which they will cast by themselves. How can I make units into this state without lag?
All help is greatly appreciated.