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Need help with freezing mobs

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Level 9
Joined
Jan 24, 2008
Messages
113
i have a map that has mobs continuously spawning.
the computer controlled units sort of STOP-and-GO after a while.

maybe there were too many mobs on my map, but even after i kill all of them, the units spawning afterwards freeze up already..

is there a script that will prevent this?
 
Level 14
Joined
Jul 16, 2009
Messages
1,568
Ahh, just give full map visiblity to the owner of the creeps.

  • dun dun duun
    • Events
    • Conditions
    • Actions
      • Visibility - Create an initially Enabled visibility modifier for Neutral Hostile emitting Visibility across (Playable map area)
 
Level 6
Joined
May 1, 2009
Messages
215
I don't know the technical term, but I call it "unit lag". There are only so many units you can give orders to before the game just quits. The units will begin to respond slowly to orders and will stutter about.

The only way to correct this problem is to decrease the frequency of units being spawned (or increase the rate of them dying) or to "condense" units; make them stronger but lower the amount you spawn.

Once you have enough units on the map to create "unit lag" it tends to stick around, that's why it persists even after you've killed all the units. To reduce "unit lag" (which probably occurs because the game is creating a bunch of paths for the units to walk) I would suggest lowering the collision of the units so they don't "stick together" and to increase their line of sight, attack range, target acquisition range, move speed etc. – anything that facilitates movement or attacking.
 
Level 9
Joined
Jan 24, 2008
Messages
113
Well ive set the vision for the computer units. and ive set collision to 5, and target aqusition to maximum, around 20000 i think. but i think they lag because of too many units. tho they dont lag if the units spawning are of the same type. when another unit type spawns, thats when they start dancing. :D
 
Level 11
Joined
May 11, 2008
Messages
830
The Warcraft 3 engine cannot handle over 300 units controlled by 1 player, there is no official name of this but a lot of people call it a command lag, the commands will be a huge delay, and all that data that each unit is taking is not enough for the engine to handle the only solution is to decrease the number of units for the player.
 
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