Oddly enough one of my map seems to have a weird problem. I've been getting report that seem to occur when people play for a long time and none of my triggers would be functional.
My map is 8mb large, I don't know if that affects it though.
What kind of triggers are you using? What's exactly is no longer happening? Is it every single trigger or just some. ( size of the map will not effect this at all)
Rollback Post to RevisionRollBack
Random Information
Tutorials - Map Development - Galaxy wiki
|Issues? PM me|
All triggers becomes nonfunctional. I have a few periodic events and some recently added arrays for my bank because people would somehow save eachothers value somehow.
I've toggled hide trigger error so I don't know what happens either.
my periodic events just wounds or heal people under certain conditions.
Is there ANY data that collects over time? Like do any variables increase or decrease every time you run a trigger? I have no idea there is not a lot of information to work with.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
all of the triggers i am reading from the error seems to come from periodic events. too many thread for all of them. anyone got any idea how i should approach this?
If Unit is inside a rain or region, add behavior
If Resources are over these amount, set it to this instead
If Item is not in a inventory (meaning the floor), remove it
I'm a novice editor, I'm going to make a suggestion tho, just don't expect it to work.
Try limiting the periodic effect. Using the rain trigger as an example..
On map initialization turn the rain trigger off. Then, have a unit enters region trigger that turns the periodic trigger on. Then a unit exits region to turn it off again.
This way that trigger only fires it's periodic check when neccessary.
I imagine this method could be applied to a few other periodic triggers you may have.
Quote from BasicGear:
I'm a novice editor, I'm going to make a suggestion tho, just don't expect it to work.
Try limiting the periodic effect. Using the rain trigger as an example..
On map initialization turn the rain trigger off. Then, have a unit enters region trigger that turns the periodic trigger on. Then a unit exits region to turn it off again.
This way that trigger only fires it's periodic check when neccessary. I imagine this method could be applied to a few other periodic triggers you may have.
----
It's a no go. However I did limited what the pick each unit group to stop doing any unit entire map and every players considering I have a large amount of units. It cts down this skippy lag I've been having too. I don't know if it helps though.
Oddly enough one of my map seems to have a weird problem. I've been getting report that seem to occur when people play for a long time and none of my triggers would be functional.
My map is 8mb large, I don't know if that affects it though.
check your triggers, are there any collecting data? are there any trigger errors?
We need actual information in order to help =p
What kind of triggers are you using? What's exactly is no longer happening? Is it every single trigger or just some. ( size of the map will not effect this at all)
I'm guessing too many threads?
Could be a loop you've created and continually firing.
All triggers becomes nonfunctional. I have a few periodic events and some recently added arrays for my bank because people would somehow save eachothers value somehow.
I've toggled hide trigger error so I don't know what happens either.
my periodic events just wounds or heal people under certain conditions.
Is there ANY data that collects over time? Like do any variables increase or decrease every time you run a trigger? I have no idea there is not a lot of information to work with.
agreed, please enable errors, run the game, and let us know the error, there is no way we can help atm =(
well, the game error on every single trigger I have, saying "too many thread."
all of the triggers i am reading from the error seems to come from periodic events. too many thread for all of them. anyone got any idea how i should approach this?
Are your looping triggers constantly calling other triggers?
@tordecybombo
Nope. They're all like:
If Unit is inside a rain or region, add behavior
If Resources are over these amount, set it to this instead
If Item is not in a inventory (meaning the floor), remove it
I have 3mb worth of triggers.
I'm a novice editor, I'm going to make a suggestion tho, just don't expect it to work.
Try limiting the periodic effect. Using the rain trigger as an example..
On map initialization turn the rain trigger off. Then, have a unit enters region trigger that turns the periodic trigger on. Then a unit exits region to turn it off again.
This way that trigger only fires it's periodic check when neccessary. I imagine this method could be applied to a few other periodic triggers you may have.
@BasicGear:
Hmm, thanks I'll see if that would help
Quote from BasicGear:
I'm a novice editor, I'm going to make a suggestion tho, just don't expect it to work.
Try limiting the periodic effect. Using the rain trigger as an example..
On map initialization turn the rain trigger off. Then, have a unit enters region trigger that turns the periodic trigger on. Then a unit exits region to turn it off again.
This way that trigger only fires it's periodic check when neccessary. I imagine this method could be applied to a few other periodic triggers you may have.
----
It's a no go. However I did limited what the pick each unit group to stop doing any unit entire map and every players considering I have a large amount of units. It cts down this skippy lag I've been having too. I don't know if it helps though.
Hmm.. How long do you have the map loaded up before the errors start to show?