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    posted a message on Lagging trigger alternatives

    Is there some way to get a trigger that activates the 'kill trigger' only when a 3/4 human controlled players are active?

    Yes, you do exactly what you wrote in trigger form...

     

    Count number of active human controlled players and if that number is greater than 2 then run "kill trigger" otherwise do nothing. Counting the number of active human controlled players is as simple as counting the number of players that are human controlled and still playing by looping through all players and incrementing a counter if a player meets that condition.

    Hey, quick question on this topic. I've noticed that a lot of people perform actions on all active players without using the "Active Players" function. Is there currently any good reason to not use this? For example, in this situation, it seems to me like it would be easier to simply get the number of players in active players. Of course, if you were filtering for some other criteria, you'd want to do that filtering yourself, but I assume that the Active Players function returns a player group of only current human players.

    Posted in: Triggers
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    posted a message on Lagging trigger alternatives

    Gotcha - thanks for the tip. I'm already aware of a number of things happening on the trigger side that aren't being cleaned up properly, but I haven't found any serious issues. My suspicion has been that the lag we experience is related to a specific late-game weapon. Everytime this weapon fires, it creates like 8 missile actors. We usually start seeing serious lag issues when like 6+ of these weapons are firing at once. I hate working in the data editor, so chances are I won't ever attempt to fix that one. Luckily, 90% of games don't go that long and the lag usually isn't too bad. Honestly, I was hoping it was this trigger that causes the lag spikes (lots of units receiving non-fatal damage lots of times), but I suppose there are other weapons that hit a bunch of units much earlier in the game, without causing lag.

    Posted in: Triggers
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    posted a message on Lagging trigger alternatives

    ImperialGood already did a great job answering this question, but I thought I'd throw out that there's a moba map that checks for unit damage to track assists. I've attached a screenshot of the event trigger. I'm in the process of updating and reworking the triggers for this map (haven't gotten to this one yet), so I still need to run the profiler to figure out if the late-game lag we sometimes experience is related to this trigger. However, this map has been out for a while and we've had no consistent problems with lag.

     

    Posted in: Triggers
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