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- Dec 19, 2007
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Hi! I have posted few months ago the same question but no one really knew, does having 200 triggers prolongs the loading screen? or is it happenning from something completely apart?
Yes it does. Also doodads, units, imports and other things prolongs your map loading.
JasutoWanaKurai said:Let's say I have 1 trigger which is long as hell and 60 trigger which is the same as the 1 trigger but has been put into partition, which one have longer map loading?
Yes it does. Also doodads, units, imports and other things prolongs your map loading.
Which is the most critical to remove then? and my map has about 12 trees, but 200 triggers.
lol sorry about that, I happen to be curious since I tend to split my Initialization trigger into lots of parts like this:Abilities
there is no "long as hell" for triggers, they're limited. when you put it to the limits, the other things that pass the limits won't get triggered though i'm not sure when will we reach the limits, but i happened to pass the limits.
lol sorry about that, I happen to be curious since I tend to split my Initialization trigger into lots of parts like this:
There's no difference right?
- Initialization
- Events
- Time - Elapsed game time is 0.10 seconds
- Conditions
- Actions
- Trigger - Run Units <gen>
- Trigger - Run Destructible <gen>
- Trigger - Run Variable <gen>
lol TwoVenomous, it's Elapsed Time, not every 0.10 seconds.. hehe
oh, sorry. i misread the event...
I have only one ability with 200 levels, think its the cause?
I have only one ability with 200 levels, think its the cause?
This is your problem. Make a backup of your map, delete this ability and test the map. Tell us what is the loading time.
OMG, what is your purpose on having a single ability with 200 levels
let us know!
NONE It's all about before the game initiate, when you get to view the before-game picture over the screen Edit: I tried make the game have zer0 triggers , and the lag remain.Lot of you don't know the difference between Time Elapsed and Map Initialization, let me tell you.
Time Elapsed
Occurs right after the game starts. Does not affect Loading Rate. Anything "heavy" function such as preloading spells occurs at this, will be felt in-game a small spike/lag.
Map Initialization
Occurs at the Loading Screen. Affect Loading Rate. Anything "heavy" function such as preloading spells occurs at this, will affect the Loading Rate of the game.
Also, spells that have ability level greater than or equal to 4, will lag the game for awhile for first cast, that is why we must preload it. Preloading spells depends on the situation and time, you must choose wisely when is the good time to preload spells.
My map has many many triggers, 10 models , 25 trees and a big terrain of water. What can cause something like this?
NONE It's all about before the game initiate, when you get to view the before-game picture over the screen Edit: I tried make the game have zer0 triggers , and the lag remain.
So the one and only thing that might cause this is having more than 100 custom abilities, or my pc is shit
let's try to create a new map with nothing changed, and test it. see if it's also lag.
Empty maps take 10 seconds to load.
Edit: I just wanted to say that the ideals you bring me are brilliant, just that we can't really tell what make the lag, I would say it's in 100% having 200 hero abilities, though I wonder if it happen in all dota-maps... (dota dont lag)
take what defskull said, Dota-maps preload the abilities when you choose a hero.
in map initialization, create a dummy, give them all custom abilities you have and then remove the dummy although this method will creates a lag when you first enter the map.
Have to wait 2 minutes for loading is hell, many players get kicked and personaly as the maker, I need to wait those minutes to test it, ANNOING!!!EDIT 2 : hey, it's only took 2 minutes for me to load it.
I used my phone clock as stopwatch. and saw 5 minutes goes by.OMG, hide that big picture or remove them, we know what you meant. you just don't care about what we'd said the past times.
anyway, the exact time elapsed for the loading time is 160 seconds. did you count them with stopwatch ? or you simply think that it's 5 - 10 minutes.
I didn't put so much crap in my initialization. I use a second trigger to preload stuff gradully during the first minute of the game, although this cause some minor laggs at start. You can also preload spells during parts of the game where lagg is not important if you wanna decrease loading time. As for adding and removing units during the the start of the game is smartest imo, because this is a way to prevent longer loading time. This way Cruiser Command only using about 25 seconds to load. I use mostly initialization to store variables, as they impact loading time quite insignificantly.
But if you preplace a lot of stuff in the editor such as units, and stuff it will make the game load slower because the map is caching everything already in place when loading.
I replaced Map Inititation with Time - Game elapsed 5 seconds. The lag remain as annoying as ever. Though I belive this was the best try so far XD