When trigger that creates a waves of attacking units launched for the first time the game freezes for 4-5 seconds (even if offline test mode). And no lags for next launches of this trigger. I tried "Preload Models/Actors/Units" in map initialization but it lags anyways =(. How to fix this?
We can't really give you help with a trigger unless we can see the trigger. Select all your trigger actions, right click, and hit "copy as text". Then paste it here and send us the link to the page.
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-create unit at pointA
-order last created unit attack to pointB
.......(repeat 23 times, ie create 12 units for each of 2 teams)
i think game lags cause there is no any units of these types on map before trigger starts, and game loading data\models\textures etc. of created units.
Units and the associated models need to be loaded into memory. If a unit was not present on the map before, and you spawn a bunch of them, I have the feeling it loads the same unit multiple times, causing a massive lag spike.
I would suggest preloading the unit at map initialization; not by using the preload function, just by spawning it and killing it straight away (killing a unit for the first time usually produces lag as well)
Quote:
...(even if offline test mode)
Offline test mode usually lags much more than testin in Battlenet. Test mode processes tons of debug information; especially if you enabled the test window your FPS can drop radically.
When trigger that creates a waves of attacking units launched for the first time the game freezes for 4-5 seconds (even if offline test mode). And no lags for next launches of this trigger. I tried "Preload Models/Actors/Units" in map initialization but it lags anyways =(. How to fix this?
Sorry for my bad English.
@Dzuke911: Go
We can't really give you help with a trigger unless we can see the trigger. Select all your trigger actions, right click, and hit "copy as text". Then paste it here and send us the link to the page.
trigger is very simple. something like this:
-create unit at pointA -order last created unit attack to pointB .......(repeat 23 times, ie create 12 units for each of 2 teams)
i think game lags cause there is no any units of these types on map before trigger starts, and game loading data\models\textures etc. of created units.
writing on mobile cause at work now
@Dzuke911: Go
Add a wait in the loop of .2 real time seconds.... shouldnt lag
Units and the associated models need to be loaded into memory. If a unit was not present on the map before, and you spawn a bunch of them, I have the feeling it loads the same unit multiple times, causing a massive lag spike.
I would suggest preloading the unit at map initialization; not by using the preload function, just by spawning it and killing it straight away (killing a unit for the first time usually produces lag as well)
Offline test mode usually lags much more than testin in Battlenet. Test mode processes tons of debug information; especially if you enabled the test window your FPS can drop radically.
@Kueken531: Go
Try adding a wait (0.01 seconds) to your action, and like Kueken said, pre-loading the actors. I really doubt this should be a problem though.