I'm using a Periodic effect on a behavior to run a search area effect which applies a behavior buff to nearby biological units. I've made sure on the search filters to exclude all the usual stuff you shouldn't include so its only picking up biological units. However, even after say 12 or more units, the effect seriously bogs the entire game down with crazy lag. The healing fountain behavior is on a hero unit I have which is supposed to provide extra HP regeneration for nearby allied units.
I also tried increasing the period on the periodic effect so it wouldn't happen so often. I'm still having the same problem of super lag in online games using this AOE buff.
I've done exactly as described in the following video with no luck.
With the exception of using duration instead of period because I think he was wrong in the video. Anyway, as long as the duration is slightly longer then the periodic effect the buff should not disappear. And all of that works fine. The main issue is having more then 12 or so units, especially zerg units completely lags up the entire game.
So basically the irradiate spell from from the Sci Vessel, but regaining health instead, right?
"Data" (as opposed to triggers) are usually touted as the "lag-free" option of programming so this is weird. I've had much more intricate effect chains run many times simultaneously without issue. Perhaps it's something in the particles/actors being created? That's my only thought.
Yeah, I found the problem thankfully! Apparently the behavior which was being applied from the apply behavior effect also had a periodic effect repeating itself over and over causing a feedback loop.
It is vital bonus modify unit I believe. Somewhere in the coding process the behavior got copied and the periodic search was not removed from the applied behavior. Once it was removed everything worked like a charm. Essentially it was the same thing as a microphone feeding back.
So basically the irradiate spell from from the Sci Vessel, but regaining health instead, right?
"Data" (as opposed to triggers) are usually touted as the "lag-free" option of programming so this is weird. I've had much more intricate effect chains run many times simultaneously without issue. Perhaps it's something in the particles/actors being created? That's my only thought.
I have 450 000 triggers lines code and very close to lag free. (The size of the map and the numbers of units/doodas is low actuelly)
I'm using a Periodic effect on a behavior to run a search area effect which applies a behavior buff to nearby biological units. I've made sure on the search filters to exclude all the usual stuff you shouldn't include so its only picking up biological units. However, even after say 12 or more units, the effect seriously bogs the entire game down with crazy lag. The healing fountain behavior is on a hero unit I have which is supposed to provide extra HP regeneration for nearby allied units.
I also tried increasing the period on the periodic effect so it wouldn't happen so often. I'm still having the same problem of super lag in online games using this AOE buff.
I've done exactly as described in the following video with no luck.
With the exception of using duration instead of period because I think he was wrong in the video. Anyway, as long as the duration is slightly longer then the periodic effect the buff should not disappear. And all of that works fine. The main issue is having more then 12 or so units, especially zerg units completely lags up the entire game.
Any help would be appreciated!
@onlyleviathan: Go
So basically the irradiate spell from from the Sci Vessel, but regaining health instead, right?
"Data" (as opposed to triggers) are usually touted as the "lag-free" option of programming so this is weird. I've had much more intricate effect chains run many times simultaneously without issue. Perhaps it's something in the particles/actors being created? That's my only thought.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
Yeah, I found the problem thankfully! Apparently the behavior which was being applied from the apply behavior effect also had a periodic effect repeating itself over and over causing a feedback loop.
Those little things you can miss!
So the behaviour is giving increased health regen or using a periodic Modify Unit effect?
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
@DrSuperEvil: Go
It is vital bonus modify unit I believe. Somewhere in the coding process the behavior got copied and the periodic search was not removed from the applied behavior. Once it was removed everything worked like a charm. Essentially it was the same thing as a microphone feeding back.
I have 450 000 triggers lines code and very close to lag free. (The size of the map and the numbers of units/doodas is low actuelly)
i am pretty sure you create more than 1 persistant/behaviour w/e does the periodic thing.
Just have an aura that adds life regen.
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
@DrSuperEvil: Go
Have you noticed if doodads slow the game down? Mine is running much faster now that I fixed the Aura...
Depends on the number of polygons.
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