- Joined
- Nov 21, 2008
- Messages
- 316
In my original trigger, i had a problem becasue grunts would just lock on to a targeted unit, and not hit anyone in there way or any one attacking. Now that i changed the trigger to hit ppl in there path, it lags, why is this?
Old Non-laggy trigger(they never hit other people)
Old Non-laggy trigger(they never hit other people)
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Grunt Wave
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Events
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Time - Every 2.00 seconds of game time
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Conditions
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Actions
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Set TempGroup = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Matching unit)) Equal to Player 12 (Brown))))
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Set TempGroup2 = (Units in (Playable map area) matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))
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For each (Integer A) from 1 to 3, do (Actions)
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Loop - Actions
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Set Spawn_Point2[1] = (Random point in SpawnRegions2[(Random integer number between 1 and 3)])
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Unit - Create 1 Grunt for Player 12 (Brown) at Spawn_Point2[1] facing Default building facing degrees
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Unit - Order (Last created unit) to Attack (Random unit from TempGroup2)
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Unit - Create 1 Grunt for Player 11 (Dark Green) at Spawn_Point2[1] facing Default building facing degrees
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Unit - Order (Last created unit) to Attack (Random unit from TempGroup2)
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Custom script: call RemoveLocation (udg_Spawn_Point2[1])
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Custom script: call RemoveLocation (udg_Spawn_Point2[bj_forLoopAIndex])
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Wait 0.00 seconds
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Custom script: call DestroyGroup(udg_TempGroup)
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Custom script: call DestroyGroup(udg_TempGroup2)
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Grunt Wave
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Events
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Time - Every 2.00 seconds of game time
-
-
Conditions
-
Actions
-
Set TempGroup = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Matching unit)) Equal to Player 12 (Brown))))
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Set TempGroup2 = (Units in (Playable map area) matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))
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For each (Integer A) from 1 to 3, do (Actions)
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Loop - Actions
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Set Spawn_Point2[1] = (Random point in SpawnRegions2[(Random integer number between 1 and 3)])
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Unit - Create 1 Grunt for Player 12 (Brown) at Spawn_Point2[1] facing Default building facing degrees
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Unit - Order (Last created unit) to Attack-Move To (Position of (Random unit from TempGroup2))
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Unit - Create 1 Grunt for Player 11 (Dark Green) at Spawn_Point2[1] facing Default building facing degrees
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Unit - Order (Last created unit) to Attack-Move To (Position of (Random unit from TempGroup2))
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Custom script: call RemoveLocation (udg_Spawn_Point2[1])
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Custom script: call RemoveLocation (udg_Spawn_Point2[bj_forLoopAIndex])
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Wait 0.00 seconds
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Custom script: call DestroyGroup(udg_TempGroup)
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Custom script: call DestroyGroup(udg_TempGroup2)
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