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Massive Lag Spike?

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Level 13
Joined
Oct 16, 2010
Messages
737
So for my hero map I have added in computers and such and tested having all 8 computers playing and me being an observer and when the timer expired and they were "picking" their heroes I got a massive lag spike. I've tried putting in a single computer and there's a bit there too. Also a lil bit when I pick one myself.

  • AI Pick Hero
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in AIPlayerGroup and do (Actions)
        • Loop - Actions
          • Set AITempPlayer = (Picked player)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PlayerHero[(Player number of AITempPlayer)] Equal to No unit
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • AITempPlayer Equal to Player 1 (Red)
                      • AITempPlayer Equal to Player 2 (Blue)
                      • AITempPlayer Equal to Player 3 (Teal)
                      • AITempPlayer Equal to Player 4 (Purple)
                • Then - Actions
                  • Set TempPoint = (Random point in NorthHeroSpawn <gen>)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • AITempPlayer Equal to Player 5 (Yellow)
                          • AITempPlayer Equal to Player 6 (Orange)
                          • AITempPlayer Equal to Player 7 (Green)
                          • AITempPlayer Equal to Player 8 (Pink)
                    • Then - Actions
                      • Set TempPoint = (Random point in SouthHeroSpawn <gen>)
                    • Else - Actions
              • Set AIRandomInt = (Random integer number between 2 and 9)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AIRandomInt Equal to 1
                  • HeroUsed[1] Equal to False
                • Then - Actions
                  • Unit - Create 1 Blood Elf Champion for AITempPlayer at TempPoint facing Default building facing degrees
                  • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                  • Neutral Building - Remove Blood Elf Champion from all marketplaces
                  • Hero - Learn skill for (Last created unit): Sword of Leaders
                  • Unit Group - Add (Last created unit) to HeroStr
                  • Set HeroUsed[1] = True
                  • Trigger - Turn on AI Hero 1 Blood Elf Champion <gen>
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • AIRandomInt Equal to 2
                      • HeroUsed[2] Equal to False
                    • Then - Actions
                      • Unit - Create 1 Sealed Python for AITempPlayer at TempPoint facing Default building facing degrees
                      • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                      • Neutral Building - Remove Sealed Python from all marketplaces
                      • Hero - Learn skill for (Last created unit): Summon Reef Elemental
                      • Unit Group - Add (Last created unit) to HeroInt
                      • Set HeroUsed[2] = True
                      • Trigger - Turn on AI Hero 2 Sealed Python <gen>
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • AIRandomInt Equal to 3
                          • HeroUsed[3] Equal to False
                        • Then - Actions
                          • Unit - Create 1 Crystal Lord for AITempPlayer at TempPoint facing Default building facing degrees
                          • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                          • Neutral Building - Remove Crystal Lord from all marketplaces
                          • Hero - Learn skill for (Last created unit): Pulverize
                          • Unit Group - Add (Last created unit) to HeroStr
                          • Set HeroUsed[3] = True
                          • Trigger - Turn on AI Hero 3 Crystal Lord <gen>
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • AIRandomInt Equal to 4
                              • HeroUsed[4] Equal to False
                            • Then - Actions
                              • Unit - Create 1 Flower Dryad for AITempPlayer at TempPoint facing Default building facing degrees
                              • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                              • Neutral Building - Remove Flower Dryad from all marketplaces
                              • Hero - Learn skill for (Last created unit): Faerie Fire
                              • Unit Group - Add (Last created unit) to HeroInt
                              • Set HeroUsed[4] = True
                              • Trigger - Turn on AI Hero 4 Flower Dryad <gen>
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • AIRandomInt Equal to 5
                                  • HeroUsed[5] Equal to False
                                • Then - Actions
                                  • Unit - Create 1 Nerubian Mauler for AITempPlayer at TempPoint facing Default building facing degrees
                                  • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                                  • Neutral Building - Remove Nerubian Mauler from all marketplaces
                                  • Hero - Learn skill for (Last created unit): Unholy Aura
                                  • Unit Group - Add (Last created unit) to HeroAgi
                                  • Set HeroUsed[5] = True
                                  • Trigger - Turn on AI Hero 5 Nerubian Mauler <gen>
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • AIRandomInt Equal to 6
                                      • HeroUsed[6] Equal to False
                                    • Then - Actions
                                      • Unit - Create 1 Goblin Gunner for AITempPlayer at TempPoint facing Default building facing degrees
                                      • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                                      • Neutral Building - Remove Goblin Gunner from all marketplaces
                                      • Hero - Learn skill for (Last created unit): Pride of War
                                      • Unit Group - Add (Last created unit) to HeroAgi
                                      • Set HeroUsed[6] = True
                                      • Trigger - Turn on AI Hero 6 Goblin Gunner <gen>
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • AIRandomInt Equal to 7
                                          • HeroUsed[7] Equal to False
                                        • Then - Actions
                                          • Unit - Create 1 Soul Devourer for AITempPlayer at TempPoint facing Default building facing degrees
                                          • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                                          • Neutral Building - Remove Soul Devourer from all marketplaces
                                          • Hero - Learn skill for (Last created unit): Siphon Aura
                                          • Unit Group - Add (Last created unit) to HeroStr
                                          • Set HeroUsed[7] = True
                                          • Trigger - Turn on AI Hero 7 Soul Devourer <gen>
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • AIRandomInt Equal to 8
                                              • HeroUsed[8] Equal to False
                                            • Then - Actions
                                              • Unit - Create 1 Overqueen for AITempPlayer at TempPoint facing Default building facing degrees
                                              • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                                              • Neutral Building - Remove Overqueen from all marketplaces
                                              • Hero - Learn skill for (Last created unit): Shadow Strike
                                              • Unit Group - Add (Last created unit) to HeroAgi
                                              • Set HeroUsed[8] = True
                                              • Trigger - Turn on AI Hero 8 Overqueen <gen>
                                            • Else - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • AIRandomInt Equal to 9
                                                  • HeroUsed[9] Equal to False
                                                • Then - Actions
                                                  • Unit - Create 1 Ogre Gladiator for AITempPlayer at TempPoint facing Default building facing degrees
                                                  • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                                                  • Neutral Building - Remove Ogre Gladiator from all marketplaces
                                                  • Hero - Learn skill for (Last created unit): Command Aura
                                                  • Unit Group - Add (Last created unit) to HeroStr
                                                  • Set HeroUsed[9] = True
                                                  • Trigger - Turn on AI Hero 9 Ogre Gladiator <gen>
                                                • Else - Actions
                                                  • Trigger - Run (This trigger) (checking conditions)
            • Else - Actions
  • Hero Picked
    • Events
      • Unit - A unit Sells a unit
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Selling unit)) Equal to Agilty Tavern
              • (Unit-type of (Selling unit)) Equal to Intelligence Tavern
              • (Unit-type of (Selling unit)) Equal to Strength Tavern
        • Then - Actions
          • Set TempUnit = (Buying unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Owner of TempUnit) Equal to Player 1 (Red)
                  • (Owner of TempUnit) Equal to Player 2 (Blue)
                  • (Owner of TempUnit) Equal to Player 3 (Teal)
                  • (Owner of TempUnit) Equal to Player 4 (Purple)
            • Then - Actions
              • Set TempPoint = (Random point in NorthHeroSpawn <gen>)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Owner of TempUnit) Equal to Player 5 (Yellow)
                      • (Owner of TempUnit) Equal to Player 6 (Orange)
                      • (Owner of TempUnit) Equal to Player 7 (Green)
                      • (Owner of TempUnit) Equal to Player 8 (Pink)
                • Then - Actions
                  • Set TempPoint = (Random point in SouthHeroSpawn <gen>)
                • Else - Actions
          • Unit - Move (Sold unit) instantly to TempPoint
          • Camera - Pan camera for (Owner of (Sold unit)) to TempPoint over 2.00 seconds
          • Neutral Building - Remove (Unit-type of (Sold unit)) from all marketplaces
          • Set PlayerHero[(Player number of (Owner of (Sold unit)))] = (Sold unit)
          • Trigger - Run Check Hero <gen> (checking conditions)
        • Else - Actions
  • Check Hero
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Last created unit)) Equal to Blood Elf Champion
        • Then - Actions
          • Set HeroUsed[1] = True
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Last created unit)) Equal to Sealed Python
            • Then - Actions
              • Set HeroUsed[2] = True
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Last created unit)) Equal to Crystal Lord
                • Then - Actions
                  • Set HeroUsed[3] = True
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of (Last created unit)) Equal to Flower Dryad
                    • Then - Actions
                      • Set HeroUsed[4] = True
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Unit-type of (Last created unit)) Equal to Nerubian Mauler
                        • Then - Actions
                          • Set HeroUsed[5] = True
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Unit-type of (Last created unit)) Equal to Goblin Gunner
                            • Then - Actions
                              • Set HeroUsed[6] = True
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Unit-type of (Last created unit)) Equal to Soul Devourer
                                • Then - Actions
                                  • Set HeroUsed[7] = True
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Unit-type of (Last created unit)) Equal to Overqueen
                                    • Then - Actions
                                      • Set HeroUsed[8] = True
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Unit-type of (Last created unit)) Equal to Ogre Gladiator
                                        • Then - Actions
                                          • Set HeroUsed[9] = True
                                        • Else - Actions

The first trigger is for the computer players and is triggered by a separate trigger that is triggered by an elapsed time trigger. The bottom 2 are for when a hero picks a hero where the first one triggers the second one.
 
Level 13
Joined
Oct 16, 2010
Messages
737
Would doing something like this work better do you think?

  • Hero Type
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set HeroType[1] = Blood Elf Champion
      • Set HeroType[2] = Sealed Python
      • Set HeroType[3] = Crystal Lord
      • Set HeroType[4] = Flower Dryad
      • Set HeroType[5] = Nerubian Mauler
      • Set HeroType[6] = Goblin Gunner
      • Set HeroType[7] = Soul Devourer
      • Set HeroType[8] = Overqueen
      • Set HeroType[9] = Ogre Gladiator
 
Level 13
Joined
Oct 16, 2010
Messages
737
Not sure if this is what you meant but this is what I've got now and the lag spike seemed to be worse!!

  • AI Pick Hero
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in AIPlayerGroup and do (Actions)
        • Loop - Actions
          • Set AITempPlayer = (Picked player)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PlayerHero[(Player number of AITempPlayer)] Equal to No unit
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • AITempPlayer Equal to Player 1 (Red)
                      • AITempPlayer Equal to Player 2 (Blue)
                      • AITempPlayer Equal to Player 3 (Teal)
                      • AITempPlayer Equal to Player 4 (Purple)
                • Then - Actions
                  • Set TempPoint = (Random point in NorthHeroSpawn <gen>)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • AITempPlayer Equal to Player 5 (Yellow)
                          • AITempPlayer Equal to Player 6 (Orange)
                          • AITempPlayer Equal to Player 7 (Green)
                          • AITempPlayer Equal to Player 8 (Pink)
                    • Then - Actions
                      • Set TempPoint = (Random point in SouthHeroSpawn <gen>)
                    • Else - Actions
              • Set AIRandomInt = (Random integer number between 1 and 9)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • HeroUsed[AIRandomInt] Equal to False
                • Then - Actions
                  • Unit - Create 1 HeroType[AIRandomInt] for AITempPlayer at TempPoint facing Default building facing degrees
                  • Set PlayerHero[(Player number of AITempPlayer)] = (Last created unit)
                  • Set TempUnit = (Last created unit)
                  • Neutral Building - Remove HeroType[AIRandomInt] from all marketplaces
                  • Set HeroUsed[AIRandomInt] = True
                  • Trigger - Turn on HeroTrigger[AIRandomInt]
                  • Trigger - Run AI Learn First Spell <gen> (checking conditions)
                • Else - Actions
                  • Trigger - Run (This trigger) (checking conditions)
            • Else - Actions
  • Hero Type
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set HeroType[1] = Blood Elf Champion
      • Set HeroTrigger[1] = AI Hero 1 Blood Elf Champion <gen>
      • Set HeroType[2] = Sealed Python
      • Set HeroTrigger[2] = AI Hero 2 Sealed Python <gen>
      • Set HeroType[3] = Crystal Lord
      • Set HeroTrigger[3] = AI Hero 3 Crystal Lord <gen>
      • Set HeroType[4] = Flower Dryad
      • Set HeroTrigger[4] = AI Hero 4 Flower Dryad <gen>
      • Set HeroType[5] = Nerubian Mauler
      • Set HeroTrigger[5] = AI Hero 5 Nerubian Mauler <gen>
      • Set HeroType[6] = Goblin Gunner
      • Set HeroTrigger[6] = AI Hero 6 Goblin Gunner <gen>
      • Set HeroType[7] = Soul Devourer
      • Set HeroTrigger[7] = AI Hero 7 Soul Devourer <gen>
      • Set HeroType[8] = Overqueen
      • Set HeroTrigger[8] = AI Hero 8 Overqueen <gen>
      • Set HeroType[9] = Ogre Gladiator
      • Set HeroTrigger[9] = AI Hero 9 Ogre Gladiator <gen>
The trigger arrays are there to turn on the triggers to make them learn spells. I had to add in a trigger which ended up basically being like the original to get them to learn their first spell and to add them into a group for their primary attribute as that's used for items. That trigger is here:

  • AI Learn First Spell
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of TempUnit) Equal to Blood Elf Champion
        • Then - Actions
          • Hero - Learn skill for TempUnit: Sword of Leaders
          • Unit Group - Add TempUnit to HeroStr
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of TempUnit) Equal to Sealed Python
            • Then - Actions
              • Hero - Learn skill for TempUnit: Summon Reef Elemental
              • Unit Group - Add TempUnit to HeroInt
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of TempUnit) Equal to Crystal Lord
                • Then - Actions
                  • Hero - Learn skill for TempUnit: Pulverize
                  • Unit Group - Add TempUnit to HeroStr
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of TempUnit) Equal to Flower Dryad
                    • Then - Actions
                      • Hero - Learn skill for TempUnit: Faerie Fire
                      • Unit Group - Add TempUnit to HeroInt
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Unit-type of TempUnit) Equal to Nerubian Mauler
                        • Then - Actions
                          • Hero - Learn skill for TempUnit: Unholy Aura
                          • Unit Group - Add TempUnit to HeroAgi
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Unit-type of TempUnit) Equal to Goblin Gunner
                            • Then - Actions
                              • Hero - Learn skill for TempUnit: Pride of War
                              • Unit Group - Add TempUnit to HeroAgi
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Unit-type of TempUnit) Equal to Soul Devourer
                                • Then - Actions
                                  • Hero - Learn skill for TempUnit: Siphon Aura
                                  • Unit Group - Add TempUnit to HeroStr
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Unit-type of TempUnit) Equal to Overqueen
                                    • Then - Actions
                                      • Hero - Learn skill for TempUnit: Shadow Strike
                                      • Unit Group - Add TempUnit to HeroAgi
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Unit-type of TempUnit) Equal to Ogre Gladiator
                                        • Then - Actions
                                          • Hero - Learn skill for TempUnit: Command Aura
                                          • Unit Group - Add TempUnit to HeroStr
                                        • Else - Actions
 
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