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[Solved] Simple wall ability trouble

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Level 7
Joined
Apr 13, 2012
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110
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
 
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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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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