- Joined
- Apr 26, 2011
- Messages
- 403
In my map, it is quiet lag if there 8 players
during fight, there are 200-300 creep, with 100-200 player unit.
and here is trigger that happen during fight :
1 x huge trigger
30-50 smaller custom ability, usually trigger by:
- (Unit - A unit Dies)
- (Unit - A unit Is attacked)
now, do most of lag come from :
- too many unit fighting at same time
OR
- ineffeciency triggger ?
because game seen ok if 6 player, but require good computer to host if 8 player
during fight, there are 200-300 creep, with 100-200 player unit.
and here is trigger that happen during fight :
1 x huge trigger
30-50 smaller custom ability, usually trigger by:
- (Unit - A unit Dies)
- (Unit - A unit Is attacked)
now, do most of lag come from :
- too many unit fighting at same time
OR
- ineffeciency triggger ?
because game seen ok if 6 player, but require good computer to host if 8 player
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Triple Attack
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Events
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Unit - A unit Is attacked
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Conditions
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(Unit-type of (Attacking unit)) Equal to Hydra fighter
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Mana of (Attacking unit)) Less than (Max mana of (Attacking unit))
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Then - Actions
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Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) + 1.00)
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Unit - Remove Triple Attack (effect) from (Attacking unit)
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Else - Actions
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Unit - Set mana of (Attacking unit) to 0.00
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Unit - Add Triple Attack (effect) to (Attacking unit)
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Mini Hydra Mitosis
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Events
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Unit - A unit Dies
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Conditions
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(Unit-type of (Dying unit)) Equal to Hydra fighter
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Actions
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Set Temp_Point = (Position of (Dying unit))
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Unit - Create 1 Mini Hydra fighter for (Player((Custom value of (Dying unit)))) at Temp_Point facing Default building facing degrees
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Unit - Create 1 Mini Hydra fighter for (Player((Custom value of (Dying unit)))) at Temp_Point facing Default building facing degrees
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Special Effect - Create a special effect at Temp_Point using Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation (udg_Temp_Point)
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