Yes, blank behaviors will also affect the games performance.
In general, the less behaviors the better. Try staying below 2000 to be save. That said, there is no reason to have that many behaviors in the game. You should always avoid stack counts > 100 and then instead create stronger versions of the behavior that get applied instead.
For example, you can create an Attack Speed +1%, +10% and +100% behavior and get the desired effect by combining them, example +254% Attack speed would be:
They've all told me that they crashed and then an error message popped up where they could choose to report the issue to Blizzard. I really doubt it's because of connection issues.
Then it is totally unrelated to performance in any way. Such an error points towards an internal Starcraft engine error (also called "Critical Error") which can ultimately only be fixed by Blizzard, or you somehow figure out what in your map is causing the error. A critical error is basically a mistake in the Starcraft 2 engine that makes it crash under certain, rare circumstances.
As an example, we used to have a critical error in conjuntion with certain animation settings in data.
I feel like none of the things mentioned should even remotely come close to cause lag. Are you sure people are not just having connection issues or smth?
I recall that there is a 3rd party library somewhere here on mapster which allows you to get the players resolution.
Not sure how well it functionates and what kind of overhead it creates though. I advise you just to scrap any ideas that require the players resolution, otherwise you will most likely run into issues.
I know it already has been mentioned, but i really recommend using custom dialogs.
Not only do they provide more freedom and can be perfectly customized to your needs, but you will also learn new things about the editor that you will be able to use at other points in development.
Can you create a minimap directly after the beginning of the game? I have a random terrain generator with deformator and cliffs, so I would like to create a minimap for this new terrain.
This guides minimap is based on a static image. There are ways to dynamically create a minimap though, for example by attaching images to the main minimap image.
Emm, this is my first post in this forum. Well, I have a few experiences in programming, just like cPlusPlus, java, csharp, and jass. Maybe im not a exact noob in galaxy. But the quenstion is that there are too many kinds of datatype in galaxy, just like bank, maker, wavetarget, and etc.They are not exists in jass, and I dont konw how to use them in a method. What's more, what is the difference between Galaxy and C, between Galaxy and GgalaxyPlusPlus in grammer. Im glad if anyone can give me a help. Thanks!
For basic information about Galaxy, check these links:
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Yes, blank behaviors will also affect the games performance.
In general, the less behaviors the better. Try staying below 2000 to be save. That said, there is no reason to have that many behaviors in the game. You should always avoid stack counts > 100 and then instead create stronger versions of the behavior that get applied instead.
For example, you can create an Attack Speed +1%, +10% and +100% behavior and get the desired effect by combining them, example +254% Attack speed would be:
2x +100% + 5x + 10% + 4x +1% (11 behaviors) instead of 254x +1%.
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Then it is totally unrelated to performance in any way. Such an error points towards an internal Starcraft engine error (also called "Critical Error") which can ultimately only be fixed by Blizzard, or you somehow figure out what in your map is causing the error. A critical error is basically a mistake in the Starcraft 2 engine that makes it crash under certain, rare circumstances.
As an example, we used to have a critical error in conjuntion with certain animation settings in data.
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I feel like none of the things mentioned should even remotely come close to cause lag. Are you sure people are not just having connection issues or smth?
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I recall that there is a 3rd party library somewhere here on mapster which allows you to get the players resolution.
Not sure how well it functionates and what kind of overhead it creates though. I advise you just to scrap any ideas that require the players resolution, otherwise you will most likely run into issues.
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I know it already has been mentioned, but i really recommend using custom dialogs.
Not only do they provide more freedom and can be perfectly customized to your needs, but you will also learn new things about the editor that you will be able to use at other points in development.
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I do not recommend using language extentions because often they have issues with bugs and performance.
Also, you never know how long the developer supports those languages. Once support ends you are pretty much screwed if you have any problems.
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The issue should be resolved as far as I can tell.
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Dont be worried about performance, just write easy to understand and well designed code.
Optimizing critical parts can be done later.
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This guides minimap is based on a static image. There are ways to dynamically create a minimap though, for example by attaching images to the main minimap image.
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Instead of an integer array, just use a timer array and restart the timers everytime a player does an input.
Once a timer expires, start the kick vote for the corresponding player.
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Yes. Instead of just creating 1 arrow create one per player, and then move all arrows to the linked players position.
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For basic information about Galaxy, check these links:
http://deaod.de/Galaxy.txt
http://deaod.de/GalaxyTypes.txt
http://deaod.de/GalaxyOperators.txt
PS: There is no GalaxyPlusPlus.
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Blizzard knows about this issue.
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Donation rewards are okay as long as all of them are non exclusive, meaning that there must be a way to obtain them by playing only.
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Mozared paid you, didnt he?