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Need help to reduce lag

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Apr 26, 2011
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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



  • Triple Attack
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Hydra fighter
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Mana of (Attacking unit)) Less than (Max mana of (Attacking unit))
        • Then - Actions
          • Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) + 1.00)
          • Unit - Remove Triple Attack (effect) from (Attacking unit)
        • Else - Actions
          • Unit - Set mana of (Attacking unit) to 0.00
          • Unit - Add Triple Attack (effect) to (Attacking unit)
  • Mini Hydra Mitosis
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Hydra fighter
    • Actions
      • Set Temp_Point = (Position of (Dying unit))
      • Unit - Create 1 Mini Hydra fighter for (Player((Custom value of (Dying unit)))) at Temp_Point facing Default building facing degrees
      • Unit - Create 1 Mini Hydra fighter for (Player((Custom value of (Dying unit)))) at Temp_Point facing Default building facing degrees
      • Special Effect - Create a special effect at Temp_Point using Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_Temp_Point)
 
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