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[Solved] Simple wall ability trouble

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Level 7
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Apr 13, 2012
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a simple wall ability
  • skillwall
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to wall
    • Actions
      • Set wallpoint = (Target point of ability being cast)
      • Set wallcasterpoint = (Position of (Triggering unit))
      • Set anglewallcast = (Angle from wallpoint to wallcasterpoint)
      • Set wallpointoffset0 = (wallpoint offset by 0.00 towards anglewallcast degrees)
      • Set wallpointoffset120 = (wallpoint offset by 120.00 towards (anglewallcast + 100.00) degrees)
      • Set wallpointoffset220 = (wallpoint offset by 220.00 towards (anglewallcast + 100.00) degrees)
      • Set wallpointoffsetplin120 = (wallpoint offset by -120.00 towards (anglewallcast + 100.00) degrees)
      • Set wallpointoffsetplin220 = (wallpoint offset by -220.00 towards (anglewallcast + 100.00) degrees)
      • Unit - Create 1 Earth-Fury Tower for Player 1 (Red) at wallpointoffset0 facing Default building facing degrees
      • Unit - Create 1 Earth-Fury Tower for Player 1 (Red) at wallpointoffset120 facing Default building facing degrees
      • Unit - Create 1 Earth-Fury Tower for Player 1 (Red) at wallpointoffset220 facing Default building facing degrees
      • Unit - Create 1 Earth-Fury Tower for Player 1 (Red) at wallpointoffsetplin120 facing Default building facing degrees
      • Unit - Create 1 Earth-Fury Tower for Player 1 (Red) at wallpointoffsetplin220 facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_wallpoint)
      • Custom script: call RemoveLocation (udg_wallcasterpoint)
      • Custom script: call RemoveLocation (udg_wallpointoffset0)
      • Custom script: call RemoveLocation (udg_wallpointoffset120)
      • Custom script: call RemoveLocation (udg_wallpointoffset220)
      • Custom script: call RemoveLocation (udg_wallpointoffsetplin120)
      • Custom script: call RemoveLocation (udg_wallpointoffsetplin220)
i know this is not to be casted by 2 or more heroes
but this is not the problem..
the problem is that if you cast 2- 3 times the hole game gets really laggy....and the trigger looks fine to me
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Well, I remade the trigger and didn't get any lag, even after several dozens of casts (without expiration timer).
I do find it strange that you use +100 degrees instead of +90 and that the offset varies by the way.

I did it something like this (after remaking your version):
  • Wall
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Move
    • Actions
      • Set TempLoc1 = (Target point of ability being cast)
      • Set TempLoc2 = (Position of (Triggering unit))
      • Set TempReal = -256.00
      • Set TempAngle = ((Angle from TempLoc1 to TempLoc2) + 90.00)
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set TempLoc3 = (TempLoc1 offset by TempReal towards TempAngle degrees)
          • Unit - Create 1 Scout Tower for Player 1 (Red) at TempLoc3 facing Default building facing degrees
          • Custom script: call RemoveLocation( udg_TempLoc3 )
          • Set TempReal = (TempReal + 128.00)
      • Custom script: call RemoveLocation( udg_TempLoc2 )
      • Custom script: call RemoveLocation( udg_TempLoc1 )
Pretty much the same, but 4 less point variables (although "wallpointoffset0" is obsolete in your map, as it is the exact same point as "wallpoint"), a static offset and a +90 degree angle.


So, yeah... I didn't experience any lag at all.
Do you mind uploading your map?
 
Level 7
Joined
Apr 13, 2012
Messages
110
Thanks for the feedback..
well i dont mind uploading my map.. but let me try your trigger first and see what
happens

well i copied your trigger exactly but still the same lag.
here is my map..
 

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Level 28
Joined
Jan 26, 2007
Messages
4,789
It has to do with the base ability (flame strike). It somehow seriously messes up the game.
My guess is that it has something to do with those pesky effects/buffs (which are hard to get rid of completely), since flame strike has an over-time effect, it might not remove those (or at least not instantly).
Just base the ability on Channel, it's a very safe choice for any custom ability.
 
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