hello, im new to the map editing stuff. i have most of my stuff complete. my main problems are idle units. i have units constantly spawning to attack regions. the problem is later in the game, some units idle everywhere in the map. is there a way to make all the idle units to attack the nearest region?
as condition choose (Owner of (Triggering unit)) == 1
and as action chooose issue order targeting point
and as ability attack, i cant find the last part anymore so he attacks units in the nearest region, u have to search that for urself
EDIT: ah i found it, change the issue order targeting point to targeting unit. then go to the unit group tab and choose closest unit to point and as point center of region.
If you have too many units in the map they will sometimes bug and get stuck and appear to be "idle" truth is the game itself sometimes loses track of these units....
If looping through all the units in the map and then checking to see if thier idle... then giving the idle units orders to attack.. if they do not respond to the order its an indication that the units are bugged. try slowing down the rate at which units are spawned
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@SoulCarveRR: Units cannot be bugged in the way you speak. If everyone playing the game online had a GB connection and super-computers, then the units would move correctly around the map, hence the game is not causing it. It is caused by computer lag, and the fact that everyone has to "synchronize" with everyone else every instant of the game, otherwise you get the desynchronized message. Since 500 units might take a while for one person to synchronize, up to a few seconds, by the time the game confirms them, a few seconds will pass. After that, the units will move where they are instructed to, and the game synchronizes everybody again, causing massive lag.
@ILiekzMudkip: You can add a periodic trigger that simply picks every unit in the game and causes them to do X. Make this every 5 or 10 seconds or so, otherwise the game will lag.
You're right that a lot of units mean more synch work and thus larger delay, but Soul isn't work too.
If you have too many units the game really starts to screw things up. However, that limit is very high. So I don't think this'll be an issue here.
Also, ordering and moving units via triggers (like thommie suggested) doesn't need to be additionally synchronized, because all machines execute the same script and it's expected that all machines come to the same results.
@SoulCarveRR: Units cannot be bugged in the way you speak. If everyone
playing the game online had a GB connection and super-computers, then
the units would move correctly around the map, hence the game is not
causing it. It is caused by computer lag, and the fact that everyone has
to "synchronize" with everyone else every instant of the game, otherwise
you get the desynchronized message. Since 500 units might take a while
for one person to synchronize, up to a few seconds, by the time the game
confirms them, a few seconds will pass. After that, the units will move
where they are instructed to, and the game synchronizes everybody again,
causing massive lag.
@ILiekzMudkip: You can add a periodic trigger that simply picks every
unit in the game and causes them to do X. Make this every 5 or 10
seconds or so, otherwise the game will lag.
Umm I can actually cause units to get stuck and stop responding to orders..... How else do you explain it other then overloading the In-game unit handling system.... It actually will do this locally....
This generally occurs when
lots of units are dying and being created at a fast pace.
lots of units being given orders.
Ive seen alot of maps on Bnet have this problem..
Nexus wars used to have this problem when you could trap units in your base by blocking them and then letting them sit too long... they would become bugged and no longer respond to commands.
so yeah .. the game itself will handle up to around 16,000 units in game at once. after it peaks it wont create any more... I have tested this but this was with out giving the units orders.... i was just placing units in a grid to find the max.
Dont tell me Im wrong with out going into details please you done this on other replies Ive given
Keep in mind im talking about 1000 units + .... the game gets a bit overloaded.
Like s3ius said .... Im talking about if the guy is giving lots and lots of units orders through triggers.
hello, im new to the map editing stuff. i have most of my stuff complete. my main problems are idle units. i have units constantly spawning to attack regions. the problem is later in the game, some units idle everywhere in the map. is there a way to make all the idle units to attack the nearest region?
@IliekzMudkip: Go
make a new trigger:
as event choose unit becomes idle
as condition choose (Owner of (Triggering unit)) == 1
and as action chooose issue order targeting point
and as ability attack, i cant find the last part anymore so he attacks units in the nearest region, u have to search that for urself
EDIT: ah i found it, change the issue order targeting point to targeting unit. then go to the unit group tab and choose closest unit to point and as point center of region.
the rest u can do by youself i think
hope this helped
If you have too many units in the map they will sometimes bug and get stuck and appear to be "idle" truth is the game itself sometimes loses track of these units....
If looping through all the units in the map and then checking to see if thier idle... then giving the idle units orders to attack.. if they do not respond to the order its an indication that the units are bugged. try slowing down the rate at which units are spawned
@SoulCarveRR: Units cannot be bugged in the way you speak. If everyone playing the game online had a GB connection and super-computers, then the units would move correctly around the map, hence the game is not causing it. It is caused by computer lag, and the fact that everyone has to "synchronize" with everyone else every instant of the game, otherwise you get the desynchronized message. Since 500 units might take a while for one person to synchronize, up to a few seconds, by the time the game confirms them, a few seconds will pass. After that, the units will move where they are instructed to, and the game synchronizes everybody again, causing massive lag.
@ILiekzMudkip: You can add a periodic trigger that simply picks every unit in the game and causes them to do X. Make this every 5 or 10 seconds or so, otherwise the game will lag.
@obliviron: Go
You're right that a lot of units mean more synch work and thus larger delay, but Soul isn't work too.
If you have too many units the game really starts to screw things up. However, that limit is very high. So I don't think this'll be an issue here.
Also, ordering and moving units via triggers (like thommie suggested) doesn't need to be additionally synchronized, because all machines execute the same script and it's expected that all machines come to the same results.
Umm I can actually cause units to get stuck and stop responding to orders..... How else do you explain it other then overloading the In-game unit handling system.... It actually will do this locally....
This generally occurs when
Ive seen alot of maps on Bnet have this problem..
Nexus wars used to have this problem when you could trap units in your base by blocking them and then letting them sit too long... they would become bugged and no longer respond to commands.
so yeah .. the game itself will handle up to around 16,000 units in game at once. after it peaks it wont create any more... I have tested this but this was with out giving the units orders.... i was just placing units in a grid to find the max.
Dont tell me Im wrong with out going into details please you done this on other replies Ive given
Keep in mind im talking about 1000 units + .... the game gets a bit overloaded.
Like s3ius said .... Im talking about if the guy is giving lots and lots of units orders through triggers.