• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Major Lag Spike?

Status
Not open for further replies.
Level 10
Joined
Apr 22, 2010
Messages
421
Well, i Created a spell that basicly consumes all the Caster's mana. In return, any units surrounding the caster gets damaged equal to a amount scaled off of the amount of mana consumed.

Problem is, when i try the ability out, everything works fine. Except the fact that theres a HUGE lag spike for a few seconds until the spell is finished casting.

I dont know if its cause of my other triggers in my map, but could someone take a look to see where this problem's comming from?

(and no, i dont need a link to the Guide for finding Leaks, i need someone to tell me straight up please.)
 

Attachments

  • Blood&Steel.w3x
    14.9 MB · Views: 48
Level 5
Joined
Jan 12, 2010
Messages
132
No offense I took a look on your map and dwl and loading was a pain in my us.To huge :p.
First you should learn what a leak is go and search forum.You map is leaking memory,
Your skill look like this
  • Dragons Roar Effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dragon's Roar
    • Actions
      • Set Roar_Fury_Consumed = (Integer((Mana of triggering unit)))
      • Unit - Set mana of Hero 0012 <gen> to 0.00
      • Set Roar_DamageAmount = (Roar_Fury_Consumed x (Level of Dragon's Roar for triggering unit))
      • Set Roar_HealAmount = (Roar_DamageAmount / 2)
      • Unit Group - Pick every unit in (Units within 200.00 of (Position of Hero 0012 <gen>) matching ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) Not equal to Player 1 (Red)) and ((Owner of (Matching unit)) Not equal to Player 9 (Gray))))) and do (Actions)
        • Loop - Actions
          • Unit - Cause Hero 0012 <gen> to damage (Picked unit), dealing (Real(Roar_DamageAmount)) damage of attack type Spells and damage type Normal
      • Unit - Set life of Hero 0012 <gen> to ((Life of Hero 0012 <gen>) + (Real(Roar_HealAmount)))
It should look like this
  • Dragons Roar Effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dragon's Roar
    • Actions
      • Set Roar_Fury_Consumed = (Integer((Mana of triggering unit <gen>)))
      • Unit - Set mana of (Triggering unit) to 0.00
      • Set Roar_DamageAmount = (Roar_Fury_Consumed x (Level of Dragon's Roar for (Triggering unit)))
      • Set Roar_HealAmount = (Roar_DamageAmount / 2)
      • Set Temp_point = (Position of (Triggering unit))
      • Set Temp_group = (Units within 512.00 of Temp_point matching ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True)))
      • Unit Group - Pick every unit in Temp_group and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Real(Roar_DamageAmount)) damage of attack type Spells and damage type Normal
      • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (Real(Roar_HealAmount)))
      • Custom script: call RemoveLocation(udg_Temp_point)
      • Custom script: call DestroyGroup(udg_Temp_group)
hand written sry for mistake
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
@ultimate11 Still has huge lag spike when i cast the ability. I changed the spells to triggered unit, instead of the actual unit.
(to my knowledge why would this affect memory?)
(And this map is single player, so the triggers dosent have to be multi-playered)

and ofc u preloaded all custom ability right? (at map init function add all custom ability to a dummy unit (owner is player1) then remove dummy unit)
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
Hmm odd, I tryed pre-casting/loading, disabling all the cast triggers, using special effects instead of art effects, and yet my fps drops when using the spell.
I think it got something to do with basing it off the thunderclap ability. Somebody who is more experienced with the thunderclap ability might know why this issue occurs.

  • Pick Up Items
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • Multiple ConditionsOr - Any (Conditions) are true
        • Conditions
          • (Item being manipulated) Equal to (==) (Item carried by (Hero manipulating item) of type Barbarian's Axes)
          • (Item being manipulated) Equal to (==) (Item carried by (Hero manipulating item) of type Barbarian Ripper)
          • (Item being manipulated) Equal to (==) (Item carried by (Hero manipulating item) of type Wooden Buckler)
          • (Item being manipulated) Equal to (==) (Item carried by (Hero manipulating item) of type Wolfskin Pelt)
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Items_in_equipment Less than (<) 6
        • Then - Actions
          • Hero - Give (Item carried by Hero 0012 <gen> of type (Item-type of (Item being manipulated))) to Equipment
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Hero manipulating item) Equal to (==) Hero 0012 <gen>
                • Items_in_equipment Less than (<) 6
              • Then - Actions
                • Game - Display to (All players) the text: ((Name of Player 1 (Red)) + : Hmm, This piece of equipment might be usefull, I'll put it in my equipment pack.)
                • Set Items_in_equipment = (Items_in_equipment + 1)
              • Else - Actions
        • Else - Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Items_in_equipment Greater than or equal to (>=) 6
        • Then - Actions
          • Hero - Drop (Item carried by Hero 0012 <gen> of type (Item-type of (Item being manipulated))) from Hero 0012 <gen>
          • Game - Display to (All players) the text: ((Name of Player 1 (Red)) + : I dont have enough room in my equipment pack.)
        • Else - Actions
Also, I fixed all your leaks:

  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 9 (Gray)) and do (Actions)
        • Loop - Actions
          • Unit - Make (Picked unit) Invulnerable
      • Camera - Lock camera target for Player 1 (Red) to Hero 0012 <gen>, offset by (0.00, 0.00) using The unit's rotation
      • Set Temp_Loc = (Center of (Playable map area))
      • Unit - Create 1 Backpack for Player 1 (Red) at Temp_Loc facing Default building facing (270.0) degrees
      • Set Inventory = (Last created unit)
      • Unit - Create 1 Equipment for Player 1 (Red) at Temp_Loc facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Set Equipment = (Last created unit)
      • Set HerotoREVIVE = Hero 0012 <gen>
      • Set Last_Town = Port Crescent <gen>
      • Set BaseHP = (Max life of Hero 0012 <gen>)
      • Selection - Select Hero 0012 <gen> for Player 1 (Red)
      • Unit - Set mana of Hero 0012 <gen> to 0.00
      • Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
      • Environment - Turn (Last created weather effect) On
  • Movement backpack
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Loc = (Position of Hero 0012 <gen>)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Backpack) and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to Temp_Loc
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Equipment) and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to Temp_Loc
      • Custom script: call RemoveLocation(udg_Temp_Loc)
  • Revive init
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to (==) HerotoREVIVE
    • Actions
      • Unit - Kill Equipment
      • Unit - Kill Inventory
      • Set Revive_Timer = ((Hero level of HerotoREVIVE) x 5)
      • Set Temp_Loc = (Position of (Triggering unit))
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from Temp_Loc to a radius of 400.00
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Trigger - Turn on Revive Timer <gen>
  • Revive Timer
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Revive_Timer Greater than (>) 0
        • Then - Actions
          • Set Revive_Timer = (Revive_Timer - 1)
          • Game - Display to (All players) the text: (Revive in: + (String(Revive_Timer)))
        • Else - Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Revive_Timer Equal to (==) 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set Temp_Loc = (Center of Last_Town)
          • Hero - Instantly revive Equipment at Temp_Loc, Hide revival graphics
          • Hero - Instantly revive Inventory at Temp_Loc, Hide revival graphics
          • Hero - Instantly revive HerotoREVIVE at Temp_Loc, Show revival graphics
          • Custom script: call RemoveLocation(udg_Temp_Loc)
          • Selection - Select Hero 0012 <gen> for Player 1 (Red)
          • Set Unit_In_Town = True
          • Trigger - Turn on Port Crescent Set FALSE <gen>
          • Trigger - Turn off Port Crescent Set TRUE <gen>
        • Else - Actions
  • Town Heal
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • Unit_In_Town Equal to (==) True
      • (Integer((Life of Hero 0012 <gen>))) Less than (<) (Integer((Max life of Hero 0012 <gen>)))
    • Actions
      • Unit - Set life of Hero 0012 <gen> to ((Life of Hero 0012 <gen>) + ((Max life of Hero 0012 <gen>) / 10.00))
      • Set BaseHP = (Life of Hero 0012 <gen>)
      • Set Temp_Loc = (Center of (Playable map area))
      • Special Effect - Create a special effect at Temp_Loc using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCaster.mdl
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Special Effect - Destroy (Last created special effect)
  • Random Spawn
    • Events
      • Time - Every 45.00 seconds of game time
    • Conditions
      • Unit_In_Town Equal to (==) False
    • Actions
      • Set Temp_Loc = (Position of Hero 0012 <gen>)
      • Rect - Center Random Spawn <gen> on Temp_Loc
      • Custom script: call RemoveLocation(udg_Temp_Loc)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Hero level of Hero 0012 <gen>) Greater than or equal to (>=) 1
            • (Hero level of Hero 0012 <gen>) Less than or equal to (<=) 3
          • Then - Actions
            • Set Temp_Loc = (Random point in Random Spawn <gen>)
            • Unit - Create 1 Zombie for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Unit Group - Add (Last created unit) to RandomSpawns
            • Set Temp_Loc = (Position of (Last created unit))
            • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Special Effect - Destroy (Last created special effect)
            • Wait 1.00 seconds
            • Set Temp_Loc = (Random point in Random Spawn <gen>)
            • Unit - Create 1 Zombie for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Unit Group - Add (Last created unit) to RandomSpawns
            • Set Temp_Loc = (Position of (Last created unit))
            • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Special Effect - Destroy (Last created special effect)
            • Wait 1.00 seconds
            • Set Temp_Loc = (Random point in Random Spawn <gen>)
            • Unit - Create 1 Zombie for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Unit Group - Add (Last created unit) to RandomSpawns
            • Set Temp_Loc = (Position of (Last created unit))
            • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Hero level of Hero 0012 <gen>) Greater than or equal to (>=) 4
            • (Hero level of Hero 0012 <gen>) Less than or equal to (<=) 8
          • Then - Actions
            • Set Temp_Loc = (Random point in Random Spawn <gen>)
            • Unit - Create 1 Zombie for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Unit Group - Add (Last created unit) to RandomSpawns
            • Set Temp_Loc = (Position of (Last created unit))
            • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Special Effect - Destroy (Last created special effect)
            • Wait 1.00 seconds
            • Set Temp_Loc = (Random point in Random Spawn <gen>)
            • Unit - Create 1 Zombie for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Unit Group - Add (Last created unit) to RandomSpawns
            • Set Temp_Loc = (Position of (Last created unit))
            • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Special Effect - Destroy (Last created special effect)
            • Wait 1.00 seconds
            • Set Temp_Loc = (Random point in Random Spawn <gen>)
            • Unit - Create 1 Skeleton for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Unit Group - Add (Last created unit) to RandomSpawns
            • Set Temp_Loc = (Position of (Last created unit))
            • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Special Effect - Destroy (Last created special effect)
            • Wait 1.00 seconds
            • Set Temp_Loc = (Random point in Random Spawn <gen>)
            • Unit - Create 1 Skeleton for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Unit Group - Add (Last created unit) to RandomSpawns
            • Set Temp_Loc = (Position of (Last created unit))
            • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
            • Custom script: call RemoveLocation(udg_Temp_Loc)
            • Special Effect - Destroy (Last created special effect)
          • Else - Actions
  • Graveyard Spawn
    • Events
      • Unit - A unit enters Graveyard Spawn <gen>
    • Conditions
      • (Entering unit) Equal to (==) Hero 0012 <gen>
    • Actions
      • Trigger - Turn off (This trigger)
      • Set Unit_In_Town = True
      • Set Temp_Loc = (Random point in Graveyard Spawn <gen>)
      • Unit - Create 1 Skeleton for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Set Temp_Loc = (Position of (Last created unit))
      • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)
      • Set Temp_Loc = (Random point in Graveyard Spawn <gen>)
      • Unit - Create 1 Skeleton for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Set Temp_Loc = (Position of (Last created unit))
      • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)
      • Set Temp_Loc = (Random point in Graveyard Spawn <gen>)
      • Unit - Create 1 Skeleton for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Set Temp_Loc = (Position of (Last created unit))
      • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)
      • Set Temp_Loc = (Random point in Graveyard Spawn <gen>)
      • Unit - Create 1 Skeleton for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Set Temp_Loc = (Position of (Last created unit))
      • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)
      • Set Temp_Loc = (Random point in Graveyard Spawn <gen>)
      • Unit - Create 1 Skeleton for Player 12 (Brown) at Temp_Loc facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Set Temp_Loc = (Position of (Last created unit))
      • Special Effect - Create a special effect at Temp_Loc using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)
  • Dragons Roar Effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Dragon's Roar
    • Actions
      • Set Roar_Fury_Consumed = (Integer((Mana of Hero 0012 <gen>)))
      • Unit - Set mana of Hero 0012 <gen> to 0.00
      • Set Roar_DamageAmount = (Roar_Fury_Consumed x (Level of Dragon's Roar for Hero 0012 <gen>))
      • Set Roar_HealAmount = (Roar_DamageAmount / 2)
      • Set Temp_Loc = (Position of Hero 0012 <gen>)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 200.00 of Temp_Loc matching ((((Matching unit) is alive) Equal to (==) True) and (((Owner of (Matching unit)) Not equal to (!=) Player 1 (Red)) and ((Owner of (Matching unit)) Not equal to (!=) Player 9 (Gray))))) and do (Actions)
        • Loop - Actions
          • Unit - Cause Hero 0012 <gen> to damage (Picked unit), dealing (Real(Roar_DamageAmount)) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Unit - Set life of Hero 0012 <gen> to ((Life of Hero 0012 <gen>) + (Real(Roar_HealAmount)))
  • Gold
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Owner of (Dying unit)) Not equal to (!=) Player 1 (Red)
      • (Owner of (Dying unit)) Not equal to (!=) Neutral Hostile
    • Actions
      • Set Temp_Loc = (Position of (Triggering unit))
      • Unit - Create 1 Gold Coins for Neutral Hostile at Temp_Loc facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Unit - Set level of Faerie Fire gold for (Last created unit) to (Level of (Triggering unit))
  • Get Gold
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to (==) Faerie Fire gold
    • Actions
      • Set obtained_Gold = (Random integer number between (Level of Faerie Fire gold for (Casting unit)) and ((Level of Faerie Fire gold for (Casting unit)) + 3))
      • Unit - Remove (Casting unit) from the game
      • Floating Text - Create floating text that reads (+ + (String(obtained_Gold))) above (Casting unit) with Z offset 50.00, using font size 13.00, color (100.00%, 100.00%, 10.00%), and 0.00% transparency
      • Floating Text - Set the velocity of (Last created floating text) to 75.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 1.40 seconds
      • Set Temp_Loc = (Position of (Casting unit))
      • Special Effect - Create a special effect at Temp_Loc using UI\Feedback\GoldCredit\GoldCredit.mdl
      • Custom script: call RemoveLocation(udg_Temp_Loc)
      • Special Effect - Destroy (Last created special effect)
      • Player - Add obtained_Gold to Player 1 (Red) Current gold

I'll try to do some more tests in order to find the cause of the lagspike.
(FPS drops from 60 to 30 for about 1 second)

Also: waits are inacurate for online gameplay.
I hope you do notice that.
If you're going to put it online, try using timers instead.

EDIT: Confirmed that the problem is not caused by triggers, nor by pre-loading/casting, nor by the roar effect, nor by the thunderclap buff.
Any ideas here?
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
@shadow, i dont know what you mean by that?

Basically creating a dummy unit at map initialization, then giving that dummy unit all abilities that you are going to use in-game and then remove the unit from the game within the map initialization.
This will make sure that when new abilities come into play, no lagspike of 0.1 seconds will occur the first time it comes into play.

@Hashjie, Could you upload the map after you cleaned the leeks?

Sure thing, it's in the attachment.

Also, ill try basing the spell off channel, or something
This ability bug is an odd case. Creating a new spell by basing it off something else might be a better solution indeed.

(Unless someone can help us find a solution to this weird lagspike ^.^?)
 

Attachments

  • Blood&Steel.w3x
    14.9 MB · Views: 79
Level 14
Joined
Apr 20, 2009
Messages
1,543
Thanks Hashjie, Can i count on you in the future when it comes to un-leaking my triggers? :D
Either way, thanks for all the help guys

Well it would be easier if you could do it yourself, it's not that hard to remove leaks ^.^
But sure why the heck not. Send me a PM when you need to and I'll gladly help out :)
It would only take a few minutes anyways. Unless ofcourse you have over 9k triggers >.>
 
Level 10
Joined
Apr 22, 2010
Messages
421
Well it would be easier if you could do it yourself, it's not that hard to remove leaks ^.^
But sure why the heck not. Send me a PM when you need to and I'll gladly help out :)
It would only take a few minutes anyways. Unless ofcourse you have over 9k triggers >.>

Lol, Thanks man.
ALSO as a note for anyone reading this.
"I replaced the Thunder Clap - Based with on thats Channel - Based, and that solved the lag problem."
 
Status
Not open for further replies.
Top