So what are you after? You using a buff final effect to reapply the buff (expires in 1.5s and then is reapplied)? If so why? What do you mean by overhead? The remove buff if within 5 range of the caster is pretty clear.
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Just a caveat. Behaviors lag when you get into the thousands. Creating units (via any means) also creates lag if done in large quantities. Lastly, auto-cast abilities add to lag. This lag is based on a lot of factors (auto-cast range, targets to check etc) but the biggest contributor is how complicated the auto-cast validator is. Other than that, yeah, data is pretty free of any lag. Even with the examples I gave, you have to really do them en masse before you notice any slowdown.
I am doing them en masse. I am deep into the thousands.
With a handful of casters doing buffs, its no issue, but I have many. That's why I search for the most efficient methods.
Your information was extremely helpful. I will refocus my attention on the autocast vals.
As for this thread:
I think I've concluded that doing the range 5 validator to remove the target buff would work better than having the target buff expire and be reapplied by the caster -to avoid doing another autocast pass.
Aim for <3k units at the most on the map at any given time. At those numbers even marines and zerglings become unplayable. If you have a big map equivalently load and unload units as needed on an area basis.
So you are pretty much doing a slow refresh aura that has a range limit to compensate for the low refresh rate.
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This is a bit nit picky, but which is less laggy:
1. Target Buff that expires in 1.5s and then is reapplied by the caster using a search
2. Target Buff that uses a 'Caster not within 5 Range' validator to remove the Target Buff.
It depends on how much overhead the 'Caster not within 5 Range' validator uses to constantly check.
So which is the better choice? I will apply this scenario's logic to a lot of my buffs.
plz tell us what you are trying to achieve, hard to tell if you are on the right track in the first place
@FunkyUserName: Go
1. Caster does a search for allies within 5, to apply a target buff. the search runs on a 1.5s period.
The target buff expires in 1.4s. (like a guardian shield)
2. Or, I can have a validator on the target buff, to check if the caster is no longer within range 5, to remove the target buff.
So what are you after? You using a buff final effect to reapply the buff (expires in 1.5s and then is reapplied)? If so why? What do you mean by overhead? The remove buff if within 5 range of the caster is pretty clear.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@TerraAzure: Go
It's pretty difficult to create lag with behavior and effect data. Use whichever creates better gameplay.
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
Just a caveat. Behaviors lag when you get into the thousands. Creating units (via any means) also creates lag if done in large quantities. Lastly, auto-cast abilities add to lag. This lag is based on a lot of factors (auto-cast range, targets to check etc) but the biggest contributor is how complicated the auto-cast validator is. Other than that, yeah, data is pretty free of any lag. Even with the examples I gave, you have to really do them en masse before you notice any slowdown.
@TyaArcade: Go
I am doing them en masse. I am deep into the thousands.
With a handful of casters doing buffs, its no issue, but I have many. That's why I search for the most efficient methods.
Your information was extremely helpful. I will refocus my attention on the autocast vals.
As for this thread:
I think I've concluded that doing the range 5 validator to remove the target buff would work better than having the target buff expire and be reapplied by the caster -to avoid doing another autocast pass.
@DrSuperEvil: Go
I cleaned up the wording on my posts, it should be more clear now
edit: ah.. i forgot to put the word 'not' within range 5. I think that was causing confusion. sorry.
Aim for <3k units at the most on the map at any given time. At those numbers even marines and zerglings become unplayable. If you have a big map equivalently load and unload units as needed on an area basis.
So you are pretty much doing a slow refresh aura that has a range limit to compensate for the low refresh rate.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg