- 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
-
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)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
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)
-
Events
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