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Reducing Lag

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Level 5
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Oct 13, 2005
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its a hero arena map, you choose the heroes with circles of powers and runes, units spawn out of a place and you need to protect your diety, Cenarius or Mannoth. I might submit the map on this site but I dont know how to protect it and I am afraid other people will just copy it.
 
Level 7
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Jul 30, 2004
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copying is the least of your worries, you should submit to be proud of a map (or, i hope its something you can be proud of...)

if units are spawned often using (center of region) or something like that, and you haven't cleaned location-pointers then those will build up and eventually cause lag, depending on how many are made over what span of time

just generally too many units can cause it to, but thats more just a graphics card not being able to handle the polys and stuff

i unno can't say much without details
 
Level 3
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Level 3
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Redo trigs, try to make them as efficiently set up as possible. Have ones that are one timers be destroyed after their function. Try not to concentrate to many doodads, especially overlapping ones, in one space. And if you have periodic triggers, make sure they aren't all going off at the same time.

Raptor, what did you mean by location pointers?
 
Level 7
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location pointers, like, i don't want to go into lots of detail, thats what memory leak tutorials and classes are for...

but when u make a point = center of region or something like that the location 'center of region' remains in memory even if you change point to = something else, because point is an object type that uses pointers instead of direct values

you have to use call RemoveLocation() to get rid of those before you lose reference of it
 
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