It lags in single player if I have the galaxy editor open. But everything lags if I have galaxy editor open, so that's my computer speed and not a problem with the map (even melee stuff lags with the editor open). With it closed, there is no lag.
I can't just take the facing angle. Because say you are in the bottom left, and your target is top right. If you are facing North, it will say to go up right. If your facing east, it will say to go up left. So I need to take the camera yaw and angle between the units into account.
Would changing the picture to the same thing cause any lag at all? If anything, wouldn't putting another condition in to check that just cause more lag?
Nope, it's direct distance ( I think, I used the distance between points action)
Will take another look at the triggers
Thanks for the suggestions guys. I'm planning on working on this some more, but if I can't get a solution soon this is going in my trash can.
Looks like the movement is causing the most lag. This is bounty's system, with a slight modification. Although that modification may be the problem; he moves the unti instantly by very small amounts in a loop. I order them via issue order. Could the pathfinding be whats slowing the game down? The problem is that if I move units instantly, they don't face the correct direction (and therefore look incredibly obvious to other players). Perhaps if I slow the loop down? Since it takes a little while before the unit reaches it's target for the move order. The lag is not associated with the camera movements; so that's not the problem.
edit- I did just that. Now both the variable updating trigger and movement triggers wait 0.4 real time seconds instead of 0.1. That's still probably not enough, though. After some more testing, I figured out that if I disable the compass update script, the lag vanishes (at least on offline mode)...The average compass update run time is 350 milliseconds. Probably too much =/ I gotta do something about this! >.<
Alright, I think I might have finally found the "true" lag source. I run a script every 3 seconds to check every player and make sure they have a target that is alive, in the game, and valid. You can take a look here if your interested. This might be the problem, and why it lags worse in multiplayer; because it runs less when there are less players :D
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It seems to me you may just have too many wait (X) triggers... The trigger you posted doesn't seem to me that it could cause lag to sc2 alone.
If you had a trigger like this and just used it, or a small amount of triggers like this. I do not think it would effect your performance to much.
But I do think its a mix between all of that your w/a/s/d and your updating dialog! There is just simply too much going on at once.
I would take a step back figure out what you can take out / make run way less and try from there.
Well I just changed it to only run every 10 seconds instead of 3, there's really no need for that. It will also run if somebody dies. That should help a bit. As for anything that could cause lag...
Compass Script (1 time a second)
Target Checking (once every 3 seconds, now changed to every 10 seconds)
WASD (every 0.4 seconds)
Civilian redirecting (whenever a civilian reaches its destination, it's ordered to go to 7 more waypoints) (generally happens every 1 or 2 seconds)
It might be that, like you said, none of these lag on thier own, but together they cause a problem. This map may just be too amazing for battle net to handle :( Thanks for the help guys, I will continue to work at this, but if I can't fix this soon I'm going to scrap this project.
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Feel free to Send me a PM if you have any questions/concerns!
Looks alright, not sure how I feel about all the people in the city being random units, without a theme it kind of draws away from it :S
The terrain is also really stiff right now (too many hard lines between textures)
I would recommend just using all the basic civilian models, and being able to choose from those. Perhaps then randomly assign all the units in the city with different hats / no hat. And at start a player can also choose a hat.
That would allow you to have a nice theme, as well as player customization. Not to mention the civilian models have some nice animations for the game.
Also currently the AI looks really bad. Even just having them use a "wander" would be better than how they all travel in the same lines in groups :S Or at least have like, half of them wander and the other half use waypoints.
Would also be cool to have a time of day system, that lowers visibility as time goes on, turns on streetlights, etc.
Oh yeah, and as far as lag goes, try a different camera angle. I made a really heavy doodad intense map, and for some reason it would lag at certain camera angles, but was completely fine on others. It may have something to do with the amount displayed at a time, but I kind of doubt it cause one of the lagless camera angles for me revealed the whole map.
It's probably a camera option that messes it up, like farz, depth of field, etc.
Perhaps even fog? In war3 my TPS games would lag less when I revealed the whole map at the start, than when I had fog in it. Don't really know why.
also another bonus to using civilian models, they have both a walk and run animation, which I could see coming in handy.
Also, I recommend hats cause bitches love hats. Look at Mafia.
Another bonus to hats means persistent rewards! It would also be cool if when you killed someone you could leave your "card" on their screen. Like, their camera will follow you for a few seconds as you walk away, then go back to your body, and a "decal" will appear on the screen. The Decal is chosen by the killing player at the start (more can be unlocked) You could also have an accompanying quote.
I wish I had a run model for all the units. But the civilians only have a few variations, and they look very similar. There are male and female civilians, which come in black, white, and (I think) white with a backpack on. That's not enough visual variation for players. For example, in AC brotherhood, the characters are all very distinct, with different color schemes and totally different outfits.
I've been preety busy recently and have not been working on this much. You guys will see what we've been working on soon ;) I've also got another project which I believe has more potential. So at the moment, this is not at the top of my "to-do" list. But it's still on there. Who knows? Maybe blizzard will make some improvements for the marketplace that allow for client side WASD or something similar.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I wish I had a run model for all the units. But the civilians only have a few variations, and they look very similar. There are male and female civilians, which come in black, white, and (I think) white with a backpack on. That's not enough visual variation for players. For example, in AC brotherhood, the characters are all very distinct, with different color schemes and totally different outfits.
I've been preety busy recently and have not been working on this much. You guys will see what we've been working on soon ;) I've also got another project which I believe has more potential. So at the moment, this is not at the top of my "to-do" list. But it's still on there. Who knows? Maybe blizzard will make some improvements for the marketplace that allow for client side WASD or something similar.
Meh suit yourself, I just don't think it looks very good.
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Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
In AC Brotherhood they are all human. They also all wear clothing from the same century, and the world around them fits that century.
It's also bad.
The differences between characters can all be achieved with the separate civilian models as well as the hats.
Currently he has what, 10 characters planned? There are 4 civilian males I believe, and another 3 of them with backpacks, as well as at least 3 female versions. Not to mention you can use the prisoner and scientist (which has 4 variations BTW) models as well (just assign them the same animation file that the civilians use to be animated) Then even just one hat will double the amount of variants.
Heck if that's not enough for you, you can use all the other terran infantry units as well, and either use them as is or rip the weapon off them via model editor then use them the same way as the scientists (apply the animation set in-game)
echo this is not a remake of assassins creed... This is a remake of a system in the game.
He is using the sc2 universe and he keeps with that.. The difference in the characters will be just fine.
I mean I don't here you saying that these characters are bad for sc2. This editor was created to create sc2 maps plain and simple.. sure you can create your own models ... but if you are going to do all the work that requires you to create an entire game... Why use an editor. Create yourself a game.
but Zelda I wouldn't be opposed with just using human units.. civs and terrain both being fine to pull your list from, may honestly make it look more professional , but either way its the sc2 universe.
echo this is not a remake of assassins creed... This is a remake of a system in the game.
He is using the sc2 universe and he keeps with that.. The difference in the characters will be just fine. I mean I don't here you saying that these characters are bad for sc2. This editor was created to create sc2 maps plain and simple.. sure you can create your own models ... but if you are going to do all the work that requires you to create an entire game... Why use an editor. Create yourself a game.
but Zelda I wouldn't be opposed with just using human units.. civs and terrain both being fine to pull your list from, may honestly make it look more professional , but either way its the sc2 universe.
at no point did I say he was remaking assasins creed, I hate that shit. It's the game play of the map itself combined with his own references.
Geeze guys stop giving me a hard time for things you clearly misinterpret :S
I am simply saying it would be more successful and appealing if it followed a theme instead of randomly placed units that don't fit together very well given the setting and style of game.
Rollback Post to RevisionRollBack
Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
@zenx1: Go
@Ahli634: Go
Thanks for the suggestions guys. I'm planning on working on this some more, but if I can't get a solution soon this is going in my trash can.
Looks like the movement is causing the most lag. This is bounty's system, with a slight modification. Although that modification may be the problem; he moves the unti instantly by very small amounts in a loop. I order them via issue order. Could the pathfinding be whats slowing the game down? The problem is that if I move units instantly, they don't face the correct direction (and therefore look incredibly obvious to other players). Perhaps if I slow the loop down? Since it takes a little while before the unit reaches it's target for the move order. The lag is not associated with the camera movements; so that's not the problem.
edit- I did just that. Now both the variable updating trigger and movement triggers wait 0.4 real time seconds instead of 0.1. That's still probably not enough, though. After some more testing, I figured out that if I disable the compass update script, the lag vanishes (at least on offline mode)...The average compass update run time is 350 milliseconds. Probably too much =/ I gotta do something about this! >.<
If I can save this this map I will be so happy :D
Alright, I think I might have finally found the "true" lag source. I run a script every 3 seconds to check every player and make sure they have a target that is alive, in the game, and valid. You can take a look here if your interested. This might be the problem, and why it lags worse in multiplayer; because it runs less when there are less players :D
It seems to me you may just have too many wait (X) triggers... The trigger you posted doesn't seem to me that it could cause lag to sc2 alone.
If you had a trigger like this and just used it, or a small amount of triggers like this. I do not think it would effect your performance to much. But I do think its a mix between all of that your w/a/s/d and your updating dialog! There is just simply too much going on at once.
I would take a step back figure out what you can take out / make run way less and try from there.
@Ash4meD: Go
Well I just changed it to only run every 10 seconds instead of 3, there's really no need for that. It will also run if somebody dies. That should help a bit. As for anything that could cause lag...
It might be that, like you said, none of these lag on thier own, but together they cause a problem. This map may just be too amazing for battle net to handle :( Thanks for the help guys, I will continue to work at this, but if I can't fix this soon I'm going to scrap this project.
Zelda thinking about that trigger.. and there should be no reason you couldn't program it every time a player dies.
Because that's the only time the game needs to check for a new target! GET RID OF THE TIMER!!!!
Things like this you should go over and look and try to optimize your triggers.
I am sure you could create a data based civ walk - but if not that shouldn't cause too much lag.
The compass is following a target so mby set it on your target movement... still update a lot. mby not as much? ( and please show me this trigger )
Looks alright, not sure how I feel about all the people in the city being random units, without a theme it kind of draws away from it :S
The terrain is also really stiff right now (too many hard lines between textures)
I would recommend just using all the basic civilian models, and being able to choose from those. Perhaps then randomly assign all the units in the city with different hats / no hat. And at start a player can also choose a hat.
That would allow you to have a nice theme, as well as player customization. Not to mention the civilian models have some nice animations for the game.
Also currently the AI looks really bad. Even just having them use a "wander" would be better than how they all travel in the same lines in groups :S Or at least have like, half of them wander and the other half use waypoints.
Would also be cool to have a time of day system, that lowers visibility as time goes on, turns on streetlights, etc.
Oh yeah, and as far as lag goes, try a different camera angle. I made a really heavy doodad intense map, and for some reason it would lag at certain camera angles, but was completely fine on others. It may have something to do with the amount displayed at a time, but I kind of doubt it cause one of the lagless camera angles for me revealed the whole map.
It's probably a camera option that messes it up, like farz, depth of field, etc.
Perhaps even fog? In war3 my TPS games would lag less when I revealed the whole map at the start, than when I had fog in it. Don't really know why.
also another bonus to using civilian models, they have both a walk and run animation, which I could see coming in handy.
Also, I recommend hats cause bitches love hats. Look at Mafia.
Another bonus to hats means persistent rewards! It would also be cool if when you killed someone you could leave your "card" on their screen. Like, their camera will follow you for a few seconds as you walk away, then go back to your body, and a "decal" will appear on the screen. The Decal is chosen by the killing player at the start (more can be unlocked) You could also have an accompanying quote.
I wish I had a run model for all the units. But the civilians only have a few variations, and they look very similar. There are male and female civilians, which come in black, white, and (I think) white with a backpack on. That's not enough visual variation for players. For example, in AC brotherhood, the characters are all very distinct, with different color schemes and totally different outfits.
I've been preety busy recently and have not been working on this much. You guys will see what we've been working on soon ;) I've also got another project which I believe has more potential. So at the moment, this is not at the top of my "to-do" list. But it's still on there. Who knows? Maybe blizzard will make some improvements for the marketplace that allow for client side WASD or something similar.
Meh suit yourself, I just don't think it looks very good.
@EchoedRequiem: Go
Don't criticize it too much unless you could come up with a better way of doing it.
Already did, if you bothered to read it you would have seen that. :P
@EchoedRequiem: Go
I did read that and Zelda made a very good point.
Not really but whatever.
In AC Brotherhood they are all human. They also all wear clothing from the same century, and the world around them fits that century.
It's also bad.
The differences between characters can all be achieved with the separate civilian models as well as the hats.
Currently he has what, 10 characters planned? There are 4 civilian males I believe, and another 3 of them with backpacks, as well as at least 3 female versions. Not to mention you can use the prisoner and scientist (which has 4 variations BTW) models as well (just assign them the same animation file that the civilians use to be animated) Then even just one hat will double the amount of variants.
Heck if that's not enough for you, you can use all the other terran infantry units as well, and either use them as is or rip the weapon off them via model editor then use them the same way as the scientists (apply the animation set in-game)
echo this is not a remake of assassins creed... This is a remake of a system in the game.
He is using the sc2 universe and he keeps with that.. The difference in the characters will be just fine. I mean I don't here you saying that these characters are bad for sc2. This editor was created to create sc2 maps plain and simple.. sure you can create your own models ... but if you are going to do all the work that requires you to create an entire game... Why use an editor. Create yourself a game.
but Zelda I wouldn't be opposed with just using human units.. civs and terrain both being fine to pull your list from, may honestly make it look more professional , but either way its the sc2 universe.
at no point did I say he was remaking assasins creed, I hate that shit. It's the game play of the map itself combined with his own references.
Geeze guys stop giving me a hard time for things you clearly misinterpret :S
I am simply saying it would be more successful and appealing if it followed a theme instead of randomly placed units that don't fit together very well given the setting and style of game.
Dunno if it was the compas you needed, but I made a non lagles compas
http://www.sc2mapster.com/forums/development/triggers/25800-simple-compas/#p1