I didnt say that global varialbes leak, i said that if you take somethign liek triggering player, triggering/killed unit etc that this will cause a memory leak, even if sc2 should not have this due to garbage colelctor.
BTW did the first version of the map work fine for you for lets say 2 minutes?
every game on market works fine in highest details but the first version of the map lagged and then crashed my whole pc that i had to put off the electricity of my pc to clear the ram completely that i was able to start it again.
I had this problem several times using patch 11 from starcraft 2.
My own map works perfect, i have many many calculations but no lag at all. (using local variables)
This has nothing to do with the filesize, it is because of the new patch, i am not completely sure how to fix it, for mine it worked fine to reset game links for unused stuff and save the map again after installign new patch.
Got some brand new screenshots about the draw system, i hope you enjoy it!
When clicking on the pile it moves the card to the hand, flipping it and moving it with an arc.
So the image is resized all the time, not sure if you can see it good enough on the screenshot.
It just looks a bit weird when the card is flipping and you see the first milliseconds the front side of the card.... but you cant give dialog items a perspective, just rotate them...
Edit: forget about the inventory icon on the right side, it will be removed later on
I was able to improve it a bit, but it still seems to lag... the movements are not so fine, but i do not know why since they always get the order, you are not moving the unit instantly, so i guess you need help from someone a similar game, i have no experience with that sorry.
I added local variabled to left mouse click and prevented to let the triggers wasd use too often by adding conditions, but its still not as good as it should be.
I am not sure about this but i did not see any way to do so yet.
So depending on how you use it you could trigger a timer to coutndown the remaining time.
For this the cooldown of the ability creating the behaviour should be higher then the duration and no other player could put it on the same unit so that the buff is not overridden and enlarged, or in this case you would have to reset the timer to count again.
Then with triggers you could read out the remaining time for this behaviour out of this timer, but you would have to set the time to countdown yoruself to the normal behaviour duration.
When you have no other unit dying on the map this trigger is already fine, if not vadremix is right and you will have to add a comparison using filter match or comparison for unit type of the units but then you would have to use an or in between.
Or you could add them to a global unit group asking in this trigger if the dying unit is in this unit group!
Whenever i tested maps of others not using local variables it is not playable after a few minute or seconds because it is lagging too much and i really do not have a bad pc.
I know that sc2 should have a garbage collector but i cant see it working somehow... its the same problem warcraft 3 has!
If there is a way to do so i am sure you will have to create abilities using specific behaviours, i am not sure if you mean you want to make abilities weaker/stronger when using other abilities or if you want to change variables in triggers without using triggers.
If you mena the second one its not possible yet, if you mean the first one you will have to add behaviours to the abilities by also adding requirements so that the behaviours changing the values will only be added to units if it had a specific behaviour given by another ability.
I could not find any possibility yet to convert it, so the only possibility is just convert the text you want to use short time before from string to text then you can at least compare the strings... thats the way i am doing it.
Just dont use related stuff like triggering unit, point of unit etc in actions, create local variables for it and then you can save them in actions to global variables if you need to.
0
I didnt say that global varialbes leak, i said that if you take somethign liek triggering player, triggering/killed unit etc that this will cause a memory leak, even if sc2 should not have this due to garbage colelctor.
BTW did the first version of the map work fine for you for lets say 2 minutes?
0
@s3rius: Go
before: http://static.sc2mapster.com/content/attachments/2/991/3rdView.SC2Map
after: http://static.sc2mapster.com/content/attachments/2/999/3rdViewredo.SC2Map
i have:
intel core i7 920
geforce 295 gtx
8gb ram
every game on market works fine in highest details but the first version of the map lagged and then crashed my whole pc that i had to put off the electricity of my pc to clear the ram completely that i was able to start it again. I had this problem several times using patch 11 from starcraft 2.
My own map works perfect, i have many many calculations but no lag at all. (using local variables)
0
@Robbepop: Go
It has to do with the data editor somehow when you changed units.... i hope they will fix it for all of you soon
0
@selons: Go
This has nothing to do with the filesize, it is because of the new patch, i am not completely sure how to fix it, for mine it worked fine to reset game links for unused stuff and save the map again after installign new patch.
Mine is already 2,5mb and i can use it
0
I also had this problem, somehow it was fixed after i have resetted an actor i did not need and saved my map... but i dotn think it is this problem.
0
Got some brand new screenshots about the draw system, i hope you enjoy it!
When clicking on the pile it moves the card to the hand, flipping it and moving it with an arc. So the image is resized all the time, not sure if you can see it good enough on the screenshot. It just looks a bit weird when the card is flipping and you see the first milliseconds the front side of the card.... but you cant give dialog items a perspective, just rotate them...
Edit: forget about the inventory icon on the right side, it will be removed later on
0
I was able to improve it a bit, but it still seems to lag... the movements are not so fine, but i do not know why since they always get the order, you are not moving the unit instantly, so i guess you need help from someone a similar game, i have no experience with that sorry.
I added local variabled to left mouse click and prevented to let the triggers wasd use too often by adding conditions, but its still not as good as it should be.
0
I am not sure about this but i did not see any way to do so yet. So depending on how you use it you could trigger a timer to coutndown the remaining time. For this the cooldown of the ability creating the behaviour should be higher then the duration and no other player could put it on the same unit so that the buff is not overridden and enlarged, or in this case you would have to reset the timer to count again. Then with triggers you could read out the remaining time for this behaviour out of this timer, but you would have to set the time to countdown yoruself to the normal behaviour duration.
0
When you have no other unit dying on the map this trigger is already fine, if not vadremix is right and you will have to add a comparison using filter match or comparison for unit type of the units but then you would have to use an or in between. Or you could add them to a global unit group asking in this trigger if the dying unit is in this unit group!
0
@s3rius: Go
Whenever i tested maps of others not using local variables it is not playable after a few minute or seconds because it is lagging too much and i really do not have a bad pc. I know that sc2 should have a garbage collector but i cant see it working somehow... its the same problem warcraft 3 has!
0
If there is a way to do so i am sure you will have to create abilities using specific behaviours, i am not sure if you mean you want to make abilities weaker/stronger when using other abilities or if you want to change variables in triggers without using triggers. If you mena the second one its not possible yet, if you mean the first one you will have to add behaviours to the abilities by also adding requirements so that the behaviours changing the values will only be added to units if it had a specific behaviour given by another ability.
0
@WraithChaser: Go
I hope it helps
0
@shaotang: Go
I could not find any possibility yet to convert it, so the only possibility is just convert the text you want to use short time before from string to text then you can at least compare the strings... thats the way i am doing it.
0
@doos101: Go
Just dont use related stuff like triggering unit, point of unit etc in actions, create local variables for it and then you can save them in actions to global variables if you need to.
0
@WraithChaser: Go
Events
Unit - Any Unit dies
Local Variables
player = (Owner of (Triggering unit)) <Integer>
playergroupwinner = (Allies of player player) <Player Group>
playergrouploser = (Enemies of player player) <Player Group>
Conditions
Actions
Player Group - Pick each player in playergrouploser and do (Actions)
Actions
Game - End game in Defeat for player (Picked player) (Show dialogs, Show score screen)
Player Group - Pick each player in playergroupwinner and do (Actions)
Actions
Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)