well, I have a big problem and am out of ideas. On my map there are about 9 Nydus Worms (will be more) that will spawn units after a Countdown Timer expires. Well, when that happens, the game starts to lag.
Basicly I mimic the Spawn Function that is used in the Wings of Liberty campaign that looks like this:
After spawning the units, the next wave will spawn more units (that's why I modify the "Count" Variables afterwards).
It is really urgent. Without a solution I'm forced to cancel my project. Nobody wants to play a lagging custom map.
Well, it seems that when I pick all Nydus Worms on the map and let the units spawn at the same time (!) then it lags horribly. Now, I'm just spawning them one after another, and when a Nydus Worm has finished unloading, then I pick the next one, but it's still lagging a bit... It's really confusing. I just want to make it so that always one unit is spawned and not several units from a Nydus Worm. I could try to spawn all units (that are stored in the Count Variables like 'CountZergling') at once, but it looks really stupid when suddenly 4 or 5 Zerglings appear.
Another thing: I have a very good Pc and I'm playing on ultra settings. The people who are testing with me get the lags, and when I'm playing with them I get spikes aswell (it seems this happens because i have to synch with them). These people have lesser RAM than me (I have 6, but the others have 4 or 3). I asked them if they had problems with the campaign and all said there weren't any issues. So could it be that this Trigger is not good for the performance?
Try just creating the units via trigger inside of the nydus worms, and issuing an order to "unload all". That should be fairly simple and non-intensive.
Well, that sounds like a good solution. But loading units into a Nydus Worm and then unloading them via triggers is messy aswell. The unloaded units are floating in the air around the Nyuds Worm. So I think that's why in the campaign it is made with triggers.
How about the couple of create cargo units function, the unit can be refered to as last created cargo unit. This works well in medivac
I guess you are talking about the "Create cargo units"-Trigger? As I said, it's buggy. You can try it out. Once the units are unloaded by a Nydus Worm they are floating in the air. Kinda funny.
Hey guys,
well, I have a big problem and am out of ideas. On my map there are about 9 Nydus Worms (will be more) that will spawn units after a Countdown Timer expires. Well, when that happens, the game starts to lag. Basicly I mimic the Spawn Function that is used in the Wings of Liberty campaign that looks like this:
Edit: See post below.
Bump. I don't want to publish a Map that causes lag. I managed to reduce the lag a bit, but it's still there. Now, my triggers look like this:
First, the "Unload Nydus Worms"-Function:
The "Pick Nydus Worms-Trigger:
After spawning the units, the next wave will spawn more units (that's why I modify the "Count" Variables afterwards). It is really urgent. Without a solution I'm forced to cancel my project. Nobody wants to play a lagging custom map.
Have you narrowed down exactly what is causing the trigger to lag?
@Abion47: Go
Well, it seems that when I pick all Nydus Worms on the map and let the units spawn at the same time (!) then it lags horribly. Now, I'm just spawning them one after another, and when a Nydus Worm has finished unloading, then I pick the next one, but it's still lagging a bit... It's really confusing. I just want to make it so that always one unit is spawned and not several units from a Nydus Worm. I could try to spawn all units (that are stored in the Count Variables like 'CountZergling') at once, but it looks really stupid when suddenly 4 or 5 Zerglings appear.
Another thing: I have a very good Pc and I'm playing on ultra settings. The people who are testing with me get the lags, and when I'm playing with them I get spikes aswell (it seems this happens because i have to synch with them). These people have lesser RAM than me (I have 6, but the others have 4 or 3). I asked them if they had problems with the campaign and all said there weren't any issues. So could it be that this Trigger is not good for the performance?
@Oatin: Go
Try just creating the units via trigger inside of the nydus worms, and issuing an order to "unload all". That should be fairly simple and non-intensive.
@scmapcritic: Go
Well, that sounds like a good solution. But loading units into a Nydus Worm and then unloading them via triggers is messy aswell. The unloaded units are floating in the air around the Nyuds Worm. So I think that's why in the campaign it is made with triggers.
How about the couple of create cargo units function, the unit can be refered to as last created cargo unit. This works well in medivac
I guess you are talking about the "Create cargo units"-Trigger? As I said, it's buggy. You can try it out. Once the units are unloaded by a Nydus Worm they are floating in the air. Kinda funny.