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.
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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.
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
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?
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.
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.
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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.
@BasicGear:
Hmm, thanks I'll see if that would help
@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.
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?
well, the game error on every single trigger I have, saying "too many thread."
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.
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.