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    posted a message on Removing leaver units

    The trigger might lose the reference to the triggering player after your wait action. At least that's what happens when you're using "triggering unit" after a wait action, so I suggest that you delete it if it's not really needed. And it's not necessary with two different events in this trigger. You're only making it fire two times in a row, which doubles the time it takes for it to finish.

    Also, if you want to check the team the player is in, you should use the "Player In Player Group" condition instead.

        Events
            Player - Player Any Player leaves the game with Any
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Triggering player) is in (Players on team 1)) == True
                Then
                    Player Group - Pick each player in (Players on team 1) and do (Actions)
                        Actions
                            Player - Modify player (Picked player) Minerals: Add (Player (Triggering player) Minerals)
                    Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching (No Value), with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Remove (Picked unit) from the game
                Else
    
    Posted in: Triggers
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    posted a message on [SOLVED] Background Image

    I've placed the MapTemplate doodad in my map and imported a file called MapTemplate.dds, but that does not change the texture on the doodad. Do you know the path to the maptemplate?

    EDIT: Nevermind, I closed the map and reopened it. Now the texture is attached to the maptemplate doodad. Thx for helping me out :)

    ONE MORE EDIT: I used the same method once again, and found that you have to move the .dds file to assets/textures in the import editor and re-open the map... Just if anyone's interested..

    Posted in: Terrain
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    posted a message on [SOLVED] Background Image

    Is it possible to add a background image in the terrain editor? I want to create a terrain based on an image I found, but it would be sooo much easier if I could just import it, and apply it to the terrain.

    EDIT: I've found someone who has done it, but I just don't know how??

    http://www.sc2mapster.com/media/images/73/793/TerrainScreenShot.jpg

    Posted in: Terrain
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    posted a message on Do I have too many triggers running?

    It looks like I've solved the issue!

    I just took a game with one of the people who crashed every game, and it ran smoothly on his pc. He is not experiencing any stuttering anymore. Somebody else has also told me that his pc runs better in the game now.

    To sum it all up, I disabled some of those triggers that ran +100 times a minute, and combined a whole bunch of them into one trigger. More than half of them consist of action definitions now, and finally, I've generated 751 foliage model/actors instead of the ridiculousness of 15000. Overall game performance has been improved, and it looks like it all works now (I can't be sure though).

    Thank you all for helping me out. I've learned a lot from this.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @BasharTeg: Go

    I have 2 computers. One with 16 GB RAM, Intel Core i7 4770, GeForce GTX 660 (the fps test was done on this one). My "toaster", on the other hand, has 4 GB RAM, AMD C-60 APU, AMD Radeon HD 6290 Graphics.

    Btw, I already did a debug check online with other players (which I mentioned in an earlier post), and there was no error.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    I just ran multiple tests with and without foliage on the map.

    With foliage the fps goes from 170 (no combat) to 100 (combat) on extreme settings

    Without foliage the fps goes from 180 (no combat) to 120 (combat) on extreme settings.

    Personally, I'm beginning to think that the crashes are graphics-related, although my toaster could handle the game even with a debugger.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @BasharTeg: Go

    Dammit! I have a lot of skillshot abilities that use search effects in a behavior >.< I guess I have to rework those.

    @Mille25: Go

    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.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @GlornII: Go

    I'd say I have about 100 - 150 units on the map at once (50 fighting constantly). I have 211 total buffs and 75% of them are level 1, 2, 3, 4 and 5 depending on what the player has chosen etc. That means that there are 92 unique buffs (yes, I counted them). Of course, not every buff is being used in every game, so I'd say there are 800-1500 buffs at the same time (at maximum).

    Quote from GlornII: Go

    Doodads also, when used to excess, can cause lag.Some people use the "auto fill shrubs" or whatever option is in there.If you set that to anything above like, .1, you add adding too much chaos for weak end PCs.Personally, for me, if you set it extremely high, i lag from doodads alone.

    Do you mean foliage when you say "auto fill shrubs"? If so, I set that to 2.0 (because I wanted some more detail), which is about 15000 foliage models/actors xD

    I've linked a picture of the entire map, so you can see how much detail there is.

    P.S. I really appreciate your help :)

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    Alright. I ran a debug while playing online, and here are my results. From what I can tell based on the picture is that the player crashes because of the amount of triggers I have. If that's not it, then it must be something in the data editor. Please tell me what you think.

    Note: This is not an updated version of the map. The updated one is on my HDD right now (but not yet ready for release).

    UPDATE: I've fixed a lot of triggers, but the game still crashes for some people.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @GlornII: Go

    No, not yet. Right now I'm just struggling to revise my triggers, as I think they're part of the issue. I'll update this thread when I'm done (It might take weeks or months to revise the triggers btw).

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @GlornII: Go

    Ahh, thx :D

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @GlornII: Go

    How do I run the game online with the debug window?

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @GlornII: Go

    The crashes only occur during gameplay. Startup is irrelevant.

    Btw, you cannot just generalize the ms like that, as different computers have different clock speeds. I have an Intel i7 4770 processor, and that's why the ms numbers are small in the debug window. It would show very different numbers if this game was to run on a toaster.

    Look at the picture below. I ran a debug check on my slow laptop. It's about 2½ minutes in game at that point.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    @Charysmatic: Go

    It's just simple UI stuff (rearrangements to be exact). I've not tried to modify the buttons or anything like that (simply because I don't know how to xD).

    EDIT: btw, the imported models are not in use.

    Posted in: Triggers
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    posted a message on Do I have too many triggers running?

    Alright, thanks for your replies. To be honest, I've never used a single action definition, function or a record (like ever), which means I have to revamp my trigger work completely and learn new and different techniques. I feel so stupid that I didn't even know that multiple triggers and global variables had an impact on the gameplay.

    Posted in: Triggers
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