Well, since it is triggered by clicking on a dialog item, you can register by whom it was clicked. Then, after picking a random point (if it's random), you spawn a hero there and save that point in an array of points with an index of Triggering Player.
Ingame unit groups can have up to 255 units now. How they can disappear from the editor? I mean, how can you add them to the unit group in the editor, not using the triggers? Or I just don't understand you? :D
Use a switch instead of multilayer if-then-else. That will clean the code and ease up the bug finding. Try disabling some actions, which can stop the looping of the create/kill.
Now it takes approximately 5 ms to execute. Here's the latest version. If somebody is willing to continue, the triggers are yours, I won't be continuing to do it.
There is another way. Run check every time a player uses move ability or scan ability. It decreases the amount of times the trigger is run. I've also fixed that bug.
Done, here is the map. And it's localised for the US users also. If explanation is needed, just ask :)
Fun fact:
Units must be visible! So, you can't hide them with triggers, burrowed and cloaked are also not working. Workaround - for example, use units without a model.
I'll experiment a bit, and then I'll paste the codes here. Can you explain what you want the triggers to do? Just to determine, if that point is under black mask or fog of war?
It may have been on an Element TD thread. The issue was that abilities were orphaned when units morphed from 1 to another, and buttons started missing.
Try disabling parts of triggers, maybe something eats up resources.
Try moving everything to a new map (that's pain in the ass to do, but might bring up some results).
Output on screen everything that is created. Look for looping triggers.
Sorry, but it can be anything. What's the code size? How many units are implemented in the map?
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Well, since it is triggered by clicking on a dialog item, you can register by whom it was clicked. Then, after picking a random point (if it's random), you spawn a hero there and save that point in an array of points with an index of Triggering Player.
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Do you use any custom-made units? If so, check if all actors are destroyed on death. Somebody already had a similar problem.
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Ingame unit groups can have up to 255 units now. How they can disappear from the editor? I mean, how can you add them to the unit group in the editor, not using the triggers? Or I just don't understand you? :D
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Use a switch instead of multilayer if-then-else. That will clean the code and ease up the bug finding. Try disabling some actions, which can stop the looping of the create/kill.
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Now it takes approximately 5 ms to execute. Here's the latest version. If somebody is willing to continue, the triggers are yours, I won't be continuing to do it.
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There is another way. Run check every time a player uses move ability or scan ability. It decreases the amount of times the trigger is run. I've also fixed that bug.
Like tiny stuttering. It's barely seen, but it still slows down. I have 62 fps, but that's because of 2601 PDTs on the map :D
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Yup, and that's the problem. Let me test some things to get more specific info on exec times.
For a 256x256 map, with a distance factor of 5, execution time takes approximately 40 ms. It's noticeable.
Also, found a strange bug after conversion of the map, trying to fix it now :D
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Done, here is the map. And it's localised for the US users also. If explanation is needed, just ask :)
Fun fact:
Units must be visible! So, you can't hide them with triggers, burrowed and cloaked are also not working. Workaround - for example, use units without a model.
Improved, works with up to 14 players.
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I'll experiment a bit, and then I'll paste the codes here. Can you explain what you want the triggers to do? Just to determine, if that point is under black mask or fog of war?
Or you can pm me and explain it in russian ;)
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Fog of war - if certain point is visible to specific player.
Black mask - it's more complicated, I know a way of how to do it via Triggers.
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Change the unit create action to Unit - Create units with default facing.
Angle between points is calculated for setting the "facing ...".
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It may have been on an Element TD thread. The issue was that abilities were orphaned when units morphed from 1 to another, and buttons started missing.
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Well, active players never failed me :D
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Trying changing the order of applying the sorting? Play with priorities :) When I'll get home, I'll try to get more info.
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Try disabling parts of triggers, maybe something eats up resources.
Try moving everything to a new map (that's pain in the ass to do, but might bring up some results).
Output on screen everything that is created. Look for looping triggers.
Sorry, but it can be anything. What's the code size? How many units are implemented in the map?