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Map lag

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Level 10
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Apr 13, 2005
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Can a map cause lag due to anything. Sorry I'm not explaining it fully let me try to reword it. I have a map called Eclipse orpg. it seems people are been complaining about the game having lag and having to lower the video configuration of warcraft to playt he game smoothly. Now is this due to the map or due to their computer set up. I'm sure the map makes no leaks so lag from that part shouldnt be an issue
 
Level 17
Joined
Nov 13, 2006
Messages
1,814
Can a map cause lag due to anything. Sorry I'm not explaining it fully let me try to reword it. I have a map called Eclipse orpg. it seems people are been complaining about the game having lag and having to lower the video configuration of warcraft to playt he game smoothly. Now is this due to the map or due to their computer set up. I'm sure the map makes no leaks so lag from that part shouldnt be an issue

dont ahve too many special effect/animated doodass or something on map what could run better on slower pc?
 
Level 5
Joined
Jun 21, 2011
Messages
119
Main Reasons:
-Bugged triggers
• You forgot to
  • Special Effect - Destroy (last created special effect)
Every x time trigger creates special effect/s so it can be reason

-Too many units
-Too many effects with animations (like Fire/Lighting)
-Too large map (480x480 if you using JNGP)

Alternate:
-Wooden PC
 
Level 14
Joined
Apr 20, 2009
Messages
1,543
it seems people are been complaining about the game having lag and having to lower the video configuration of warcraft to playt he game smoothly.

Wait, wtf?

Are you perhaps using high resolution textures to cover up custom made doodads and/or alpha tiles in order to make a semi-realistic warcraft scene as terrain for your map? :goblin_jawdrop:
Or do you massively spam handles and create large amounts of leaks which goes beyond reason? :vw_wtf:

If not, then are the people that are complaining complete bankrupt hobo's with a $60 pc build? (I guess so...)
 
Level 10
Joined
Apr 13, 2005
Messages
630
Ok everyone before you rant on about triggers I said there is no leaks in the map. I had myself and 3 others check and triple check for that. About models There is no high resolution models but there are prob 2-3 animated models which is imported but not used in the map. There are about 100 or so small stuff imported like walls, trees, icons, and a few effects.

This post aint about me but majority of the people who host my map *which is posted under my resourses but if your too lazy to look then here is the url. lookhttp://www.hiveworkshop.com/forums/maps-564/eclipse-orpg-1-18-a-203816/?prev=search%3Declipse%26d%3Dlist%26r%3D20

If your talking about giving the map as an open map to you to view then Your gonna have to pm me because I'm not willing to give out my map to everyone just for their own viewing pleasures. I'm sure some people who do run the map have slow computers and poor video cards or just not enough ram to run warcraft to start off with but hey i dont see why u cant run a 2.62 MB map with no prob
 
Level 10
Joined
Apr 13, 2005
Messages
630
Shockling the map doesnt use triggers that run periodly. This one is a dungeon that runs only if you enter but shuts off

  • Kobolds Unit
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • (KoboldheroGroup is empty) Equal to False
    • Actions
      • Set KobaldAttackgroup = (Units in Kobold Weather <gen> owned by Player 12 (Brown))
      • Set LeakPoint[376] = (Center of Kobold Attack Target <gen>)
      • Unit Group - Pick every unit in KobaldAttackgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To LeakPoint[376]
      • Custom script: call RemoveLocation(udg_LeakPoint[376])
      • Custom script: call DestroyGroup(udg_KobaldAttackgroup)
      • Set KobaldAttackgroup = (Units in Kobold Weather <gen> owned by Player 11 (Dark Green))
      • Set LeakPoint[374] = (Center of Kobold Attack Target <gen>)
      • Unit Group - Pick every unit in KobaldAttackgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To LeakPoint[374]
      • Custom script: call RemoveLocation(udg_LeakPoint[374])
      • Custom script: call DestroyGroup(udg_KobaldAttackgroup)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Remaining time for KoboldTimer))) Equal to 420
        • Then - Actions
          • Countdown Timer - Show Kobold_TimerWindow
          • Game - Display to (All players matching (((Triggering unit) is in KoboldheroGroup) Equal to True)) the text: |cff7777aaBe prepar...
          • Set LeakPoint[374] = (Center of Kobold Attack Target <gen>)
          • Floating Text - Create floating text that reads |cff7777aaBe prepar... at LeakPoint[374] with Z offset 2.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 105.00 towards 90.00 degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
          • Custom script: call RemoveLocation(udg_LeakPoint[374])
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Integer((Remaining time for KoboldTimer))) Equal to 390
              • (Integer((Remaining time for KoboldTimer))) Equal to 360
              • (Integer((Remaining time for KoboldTimer))) Equal to 330
              • (Integer((Remaining time for KoboldTimer))) Equal to 300
              • (Integer((Remaining time for KoboldTimer))) Equal to 270
              • (Integer((Remaining time for KoboldTimer))) Equal to 240
              • (Integer((Remaining time for KoboldTimer))) Equal to 210
              • (Integer((Remaining time for KoboldTimer))) Equal to 180
              • (Integer((Remaining time for KoboldTimer))) Equal to 150
              • (Integer((Remaining time for KoboldTimer))) Equal to 120
              • (Integer((Remaining time for KoboldTimer))) Equal to 90
              • (Integer((Remaining time for KoboldTimer))) Equal to 60
              • (Integer((Remaining time for KoboldTimer))) Equal to 30
        • Then - Actions
          • For each (Integer A) from 1 to 8, do (Actions)
            • Loop - Actions
              • Set LeakPoint[376] = (Center of Kobold Attack Target <gen>)
              • Set LeakPoint[377] = (Center of Kobold Spawn 1 <gen>)
              • Unit - Create 1 Kobold Grunt for Player 12 (Brown) at LeakPoint[377] facing Default building facing degrees
              • Unit - Order (Last created unit) to Attack-Move To LeakPoint[376]
              • Custom script: call RemoveLocation(udg_LeakPoint[377])
              • Set LeakPoint[378] = (Center of Kobold Spawn 2 <gen>)
              • Unit - Create 1 Kobold Grunt for Player 12 (Brown) at LeakPoint[378] facing Default building facing degrees
              • Unit - Order (Last created unit) to Attack-Move To LeakPoint[376]
              • Custom script: call RemoveLocation(udg_LeakPoint[378])
              • Custom script: call RemoveLocation(udg_LeakPoint[376])
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Integer((Remaining time for KoboldTimer))) Equal to 360
              • (Integer((Remaining time for KoboldTimer))) Equal to 300
              • (Integer((Remaining time for KoboldTimer))) Equal to 240
              • (Integer((Remaining time for KoboldTimer))) Equal to 180
              • (Integer((Remaining time for KoboldTimer))) Equal to 120
              • (Integer((Remaining time for KoboldTimer))) Equal to 60
        • Then - Actions
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • Set LeakPoint[376] = (Center of Kobold Attack Target <gen>)
              • Set LeakPoint[377] = (Center of Kobold Spawn 1 <gen>)
              • Unit - Create 1 Kobold Officer for Player 12 (Brown) at LeakPoint[377] facing Default building facing degrees
              • Unit - Add Vampire Mark (Vampire) to (Last created unit)
              • Unit - Add Devotion Aura (Kobold officer) to (Last created unit)
              • Unit - Add Endurance Aura (Kobold Officer) to (Last created unit)
              • Unit - Order (Last created unit) to Attack-Move To LeakPoint[376]
              • Custom script: call RemoveLocation(udg_LeakPoint[377])
              • Set LeakPoint[378] = (Center of Kobold Spawn 2 <gen>)
              • Unit - Create 1 Kobold Officer for Player 12 (Brown) at LeakPoint[378] facing Default building facing degrees
              • Unit - Add Thorns Aura (Kobold Officer) to (Last created unit)
              • Unit - Add Command Aura (Kobold Officer) to (Last created unit)
              • Unit - Order (Last created unit) to Attack-Move To LeakPoint[376]
              • Custom script: call RemoveLocation(udg_LeakPoint[378])
              • Custom script: call RemoveLocation(udg_LeakPoint[376])
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Integer((Remaining time for KoboldTimer))) Equal to 30
        • Then - Actions
          • Set LeakPoint[376] = (Center of Kobold Attack Target <gen>)
          • Set LeakPoint[377] = (Center of Kobold Spawn 1 <gen>)
          • Unit - Create 1 Mikey The Kobold King for Player 12 (Brown) at LeakPoint[377] facing Default building facing degrees
          • Sound - Play KnightWarcry1 <gen> at 100.00% volume, located at LeakPoint[376] with Z offset 0.00
          • Unit - Order (Last created unit) to Attack-Move To LeakPoint[376]
          • Custom script: call RemoveLocation(udg_LeakPoint[377])
          • Custom script: call RemoveLocation(udg_LeakPoint[376])
        • Else - Actions
theres a dash spell that only triggers when someone cast the ability
  • Projectile Dash by Paladon
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer PD_Integers[3]) from 1 to PD_Integers[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PD_Unit[PD_Integers[3]] is in PD_TestGroup) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PD_ReachedDistance[PD_Integers[3]] Less than PD_Distances[PD_Integers[3]]
                • Then - Actions
                  • Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                  • Set PD_TempPoint[2] = (PD_TempPoint[1] offset by PD_SpeedUnits[PD_Integers[3]] towards PD_Angle[PD_Integers[3]] degrees)
                  • Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2]
                  • Set PD_ReachedDistance[PD_Integers[3]] = (PD_ReachedDistance[PD_Integers[3]] + PD_SpeedUnits[PD_Integers[3]])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • UC_Counter[PD_Integers[3]] Equal to 2
                    • Then - Actions
                      • Set UC_Counter[PD_Integers[3]] = 0
                      • Set UC_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                      • Unit - Create 1 |cffff0000Barahm Ukhai|r for Neutral Passive at UC_TempPoint[1] facing (Facing of PD_Unit[PD_Integers[3]]) degrees
                      • Animation - Change (Last created unit)'s size to (115.00%, 115.00%, 115.00%) of its original size
                      • Unit - Change color of (Last created unit) to (Color of (Owner of PD_Unit[PD_Integers[3]]))
                      • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
                      • Custom script: call RemoveLocation (udg_UC_TempPoint[1])
                      • -------- --------
                      • Set FA_Unit = (Last created unit)
                      • Set FA_Time = 0.50
                      • Trigger - Run getFaded <gen> (checking conditions)
                      • -------- --------
                    • Else - Actions
                      • Set UC_Counter[PD_Integers[3]] = (UC_Counter[PD_Integers[3]] + 1)
                • Else - Actions
                  • Set UC_Counter[PD_Integers[3]] = 0
                  • Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                  • Set PD_TempPoint[2] = (PD_TempPoint[1] offset by 100.00 towards PD_Angle[PD_Integers[3]] degrees)
                  • Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                  • Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2], facing PD_TempPoint[1]
                  • Unit - Cause PD_Unit[PD_Integers[3]] to damage circular area after 0.00 seconds of radius 200.00 at PD_TempPoint[1], dealing 350.00 damage of attack type Spells and damage type Normal
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                  • Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                  • Unit Group - Remove PD_Unit[PD_Integers[3]] from PD_TestGroup
                  • Set PD_RealTimer[PD_Integers[3]] = 0.00
                  • Set PD_Integers[1] = (PD_Integers[1] - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PD_Integers[1] Equal to 0
                    • Then - Actions
                      • Set PD_Integers[2] = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
  • Projectile Dash by Paladon
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer PD_Integers[3]) from 1 to PD_Integers[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PD_Unit[PD_Integers[3]] is in PD_TestGroup) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PD_ReachedDistance[PD_Integers[3]] Less than PD_Distances[PD_Integers[3]]
                • Then - Actions
                  • Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                  • Set PD_TempPoint[2] = (PD_TempPoint[1] offset by PD_SpeedUnits[PD_Integers[3]] towards PD_Angle[PD_Integers[3]] degrees)
                  • Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2]
                  • Set PD_ReachedDistance[PD_Integers[3]] = (PD_ReachedDistance[PD_Integers[3]] + PD_SpeedUnits[PD_Integers[3]])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • UC_Counter[PD_Integers[3]] Equal to 2
                    • Then - Actions
                      • Set UC_Counter[PD_Integers[3]] = 0
                      • Set UC_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                      • Unit - Create 1 |cffff0000Barahm Ukhai|r for Neutral Passive at UC_TempPoint[1] facing (Facing of PD_Unit[PD_Integers[3]]) degrees
                      • Animation - Change (Last created unit)'s size to (115.00%, 115.00%, 115.00%) of its original size
                      • Unit - Change color of (Last created unit) to (Color of (Owner of PD_Unit[PD_Integers[3]]))
                      • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
                      • Custom script: call RemoveLocation (udg_UC_TempPoint[1])
                      • -------- --------
                      • Set FA_Unit = (Last created unit)
                      • Set FA_Time = 0.50
                      • Trigger - Run getFaded <gen> (checking conditions)
                      • -------- --------
                    • Else - Actions
                      • Set UC_Counter[PD_Integers[3]] = (UC_Counter[PD_Integers[3]] + 1)
                • Else - Actions
                  • Set UC_Counter[PD_Integers[3]] = 0
                  • Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                  • Set PD_TempPoint[2] = (PD_TempPoint[1] offset by 100.00 towards PD_Angle[PD_Integers[3]] degrees)
                  • Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                  • Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2], facing PD_TempPoint[1]
                  • Unit - Cause PD_Unit[PD_Integers[3]] to damage circular area after 0.00 seconds of radius 200.00 at PD_TempPoint[1], dealing 350.00 damage of attack type Spells and damage type Normal
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                  • Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                  • Unit Group - Remove PD_Unit[PD_Integers[3]] from PD_TestGroup
                  • Set PD_RealTimer[PD_Integers[3]] = 0.00
                  • Set PD_Integers[1] = (PD_Integers[1] - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PD_Integers[1] Equal to 0
                    • Then - Actions
                      • Set PD_Integers[2] = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
  • Projectile Dash by Paladon
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer PD_Integers[3]) from 1 to PD_Integers[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PD_Unit[PD_Integers[3]] is in PD_TestGroup) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PD_ReachedDistance[PD_Integers[3]] Less than PD_Distances[PD_Integers[3]]
                • Then - Actions
                  • Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                  • Set PD_TempPoint[2] = (PD_TempPoint[1] offset by PD_SpeedUnits[PD_Integers[3]] towards PD_Angle[PD_Integers[3]] degrees)
                  • Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2]
                  • Set PD_ReachedDistance[PD_Integers[3]] = (PD_ReachedDistance[PD_Integers[3]] + PD_SpeedUnits[PD_Integers[3]])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • UC_Counter[PD_Integers[3]] Equal to 2
                    • Then - Actions
                      • Set UC_Counter[PD_Integers[3]] = 0
                      • Set UC_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                      • Unit - Create 1 |cffff0000Barahm Ukhai|r for Neutral Passive at UC_TempPoint[1] facing (Facing of PD_Unit[PD_Integers[3]]) degrees
                      • Animation - Change (Last created unit)'s size to (115.00%, 115.00%, 115.00%) of its original size
                      • Unit - Change color of (Last created unit) to (Color of (Owner of PD_Unit[PD_Integers[3]]))
                      • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
                      • Custom script: call RemoveLocation (udg_UC_TempPoint[1])
                      • -------- --------
                      • Set FA_Unit = (Last created unit)
                      • Set FA_Time = 0.50
                      • Trigger - Run getFaded <gen> (checking conditions)
                      • -------- --------
                    • Else - Actions
                      • Set UC_Counter[PD_Integers[3]] = (UC_Counter[PD_Integers[3]] + 1)
                • Else - Actions
                  • Set UC_Counter[PD_Integers[3]] = 0
                  • Set PD_TempPoint[1] = (Position of PD_Unit[PD_Integers[3]])
                  • Set PD_TempPoint[2] = (PD_TempPoint[1] offset by 100.00 towards PD_Angle[PD_Integers[3]] degrees)
                  • Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                  • Unit - Move PD_Unit[PD_Integers[3]] instantly to PD_TempPoint[2], facing PD_TempPoint[1]
                  • Unit - Cause PD_Unit[PD_Integers[3]] to damage circular area after 0.00 seconds of radius 200.00 at PD_TempPoint[1], dealing 350.00 damage of attack type Spells and damage type Normal
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[1])
                  • Custom script: call RemoveLocation (udg_PD_TempPoint[2])
                  • Unit - Turn collision for PD_Unit[PD_Integers[3]] On
                  • Unit Group - Remove PD_Unit[PD_Integers[3]] from PD_TestGroup
                  • Set PD_RealTimer[PD_Integers[3]] = 0.00
                  • Set PD_Integers[1] = (PD_Integers[1] - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PD_Integers[1] Equal to 0
                    • Then - Actions
                      • Set PD_Integers[2] = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
Thats it for timers but those are all spell wises.

*there is no tomes in use and only purchasable item class are items items not powerups. Its so i have a working weapon system if that matters?
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
Game - Display to all players matching... leaks a player group (force).
You don't really need to use arrays for the locations.
When you loop from 1 to 8 to create units, you should set the locations outside the loop. You're setting and removing the same locs 8 times, you only need to do it once. You could also look into setting them at map initialization and never removing them, if the locations are the same every time.
The multiple or conditions, remaining time == 390, remaining time == 360... can be reduced to a single condition: Integer(remaining time) mod 30 = 0.
I'd use 0.03 second loop instead of 0.02.
 
I tested map when I approved it some time ago.
Some interesting things:

You created group 270 (more or less) times.
You removed group 240 (more or less) times.
Other leaks was cleaned more or less so I guess there is some other problem.

You have horrible long if the elf triggers with 20 same like actions where you add unit to some groups and remove them from others...

FPS (frame per sec) was above 50 almost always and that's awesome (Terrain is fine).

Can you tell when lag start, if when item drop then check item drop systems, related to some quests, check those triggers and so on.
 
Level 10
Joined
Apr 13, 2005
Messages
630
I could send u the map when i get a chance this week due to college busting my nuts. It does seem that people complain of more than 4+ people it lags but i cant get why. Triggers don't involve multiplayer increase hp, damage, item drops etc. Its all based on the same.

Maybe its peoples computers or my scripts. I know alot of systems on the map are very old like 2007 implanted but jeeze
 
Level 12
Joined
Dec 20, 2011
Messages
885
I could send u the map when i get a chance this week due to college busting my nuts. It does seem that people complain of more than 4+ people it lags but i cant get why. Triggers don't involve multiplayer increase hp, damage, item drops etc. Its all based on the same.

Maybe its peoples computers or my scripts. I know alot of systems on the map are very old like 2007 implanted but jeeze

4+ people = lag, but our computer isn't the reason of this lag. I have a decent fps of 40+ when playing this game, so I doubt it's because of the computer. Maybe internet lag plus ingame lag makes the game so laggy. I suggest trying to play this game w/ 4+ people in LAN, and with decent computers. If it doesn't lag for you guys, then either it's just our computers, or it's our internet.
 
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