and so on, for every level of their scale. But after a while when there is plenty of these units, im getting red errors saying somehting about "to many threads". Is there some better way to do that withotu risk of getting such errors?
THanks, and sorry i forgot to write the event. Its firing each time any units hp changes. And i believe its the reason why im getting this error. And the most important to me is to get answer how to make it put less stress on the game and avoid this errors flood.
If the group of desired units is small enough (like even around the 200 mark) you can have a periodic event that fires every say .25 seconds that for-loops through it and scales them accordingly and it doesn't actually do much to CPU usage. That's been a pretty common tactic to avoid using up threads with events.
Hey, is there a way to make units bigger based on their hp?
Im using such trigger:
and so on, for every level of their scale. But after a while when there is plenty of these units, im getting red errors saying somehting about "to many threads". Is there some better way to do that withotu risk of getting such errors?
this will do for every hp from 100% to 0%.... the power of math :P
@Jackolas: Go
THanks, and sorry i forgot to write the event. Its firing each time any units hp changes. And i believe its the reason why im getting this error. And the most important to me is to get answer how to make it put less stress on the game and avoid this errors flood.
If the group of desired units is small enough (like even around the 200 mark) you can have a periodic event that fires every say .25 seconds that for-loops through it and scales them accordingly and it doesn't actually do much to CPU usage. That's been a pretty common tactic to avoid using up threads with events.