I have a similar action in my map. Over the course of a 2 hour game it executed 7200 times. According to the trigger debugger the entire execution time was under 200ms for that trigger.
No that's the opposite of what I said. Use events, not loops. Frankly how in the living hell do you have 30 different triggers for each item in your game? The hell do they all do? That right there should be a huge signal that there's something deeply wrong with whatever approach you've taken.
Maybe if you want to post a couple examples of your triggers we could see if there's any fundamental problems or it's just a matter of complexity scaling beyond what the SC2 engine can reasonably handle.
If you have 240 separate threads you need to use fewer loops with wait in them and make better use of events. Keep in mind that any time you use wait in a trigger (including using it indirectly) it causes that trigger to fork a new thread.
The event is not reliable. I think it only fires when somebody leaves by quitting from the menu and will not fire if somebody gets disconnected or alt+F4's out. The workaround is to store all active players in a player group variable and then in a periodic trigger, check the status of all players in that player group. If it is left the game, remove the player from the player group and then handle the player having left.
[ ] Gotten your map newsed on sc2mapster.com?
[ ] Asked various livecasters (like the Custom Live guys) to play your map?
[ ] Asked people to review it in the Map Review forum?
[ ] Posted a thread in the Project Workplace
[ ] Posted a thread on the official battle.net forums.
If you haven't done all of those things you haven't really tried to publicize your map. And that's just scratching the surface.
I've been trying to diagnose a weird random crash that happens while playing my map and I think I've traced it to using custom soundtracks. I don't mean imported sound assets, just soundtracks made using some of the campaign music. I'm wondering if anybody else has had similar issues? I think it may be a particular sound file that was causing the game to crash when it came up in the random playlist, which is why the crashing seemed so idiosyncratic.
?? where did you see support for 3D vision. And I think that would mean, 3D vision as in with your eyes. Like wow is with the 3d nvida card. Tho I dont see where this was said.
If you're having trouble with that I think rather than trying to make your own map for now you'd be best served finding and following some of the very basic tutorials available.
War Pig Spawn
Every 15 seconds of Game Time
Pick Each Player in (Active Players)
If
Conditions
Upgrade Level Of (War Pig Upgrade) for (Picked Player) > 0
Actions
[Put your spawn code here]
As you can see it's much easier to have a single trigger that iterates through all active players than to make a separate trigger for each player. That would be exceedingly time consuming.
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@progammer:
I have a similar action in my map. Over the course of a 2 hour game it executed 7200 times. According to the trigger debugger the entire execution time was under 200ms for that trigger.
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Target sort.
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No that's the opposite of what I said. Use events, not loops. Frankly how in the living hell do you have 30 different triggers for each item in your game? The hell do they all do? That right there should be a huge signal that there's something deeply wrong with whatever approach you've taken.
Maybe if you want to post a couple examples of your triggers we could see if there's any fundamental problems or it's just a matter of complexity scaling beyond what the SC2 engine can reasonably handle.
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If you have 240 separate threads you need to use fewer loops with wait in them and make better use of events. Keep in mind that any time you use wait in a trigger (including using it indirectly) it causes that trigger to fork a new thread.
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@Zurom:
The event is not reliable. I think it only fires when somebody leaves by quitting from the menu and will not fire if somebody gets disconnected or alt+F4's out. The workaround is to store all active players in a player group variable and then in a periodic trigger, check the status of all players in that player group. If it is left the game, remove the player from the player group and then handle the player having left.
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Have you:
[ ] Gotten your map newsed on sc2mapster.com?
[ ] Asked various livecasters (like the Custom Live guys) to play your map?
[ ] Asked people to review it in the Map Review forum?
[ ] Posted a thread in the Project Workplace
[ ] Posted a thread on the official battle.net forums.
If you haven't done all of those things you haven't really tried to publicize your map. And that's just scratching the surface.
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I've been trying to diagnose a weird random crash that happens while playing my map and I think I've traced it to using custom soundtracks. I don't mean imported sound assets, just soundtracks made using some of the campaign music. I'm wondering if anybody else has had similar issues? I think it may be a particular sound file that was causing the game to crash when it came up in the random playlist, which is why the crashing seemed so idiosyncratic.
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It was announced a while ago.
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An Upgrade, in the data editor, affects all units of a particular type. If you want to only affect individual units, use Behaviors.
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Um, I just tried this and the select difficulty dialog box never went away. Kind of made it unplayable.
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@Mozared:
I think the focus of the site was the crystals actually, the skeleton was probably the remains of a sacrifice.
So I would suggest making the crystals more prominent.
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Make a Site Operation (Local Offset) actor.
Add it to the "Launch Site Operations" field.
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@Endureth:
If you're having trouble with that I think rather than trying to make your own map for now you'd be best served finding and following some of the very basic tutorials available.
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Send actor message "Set Visibility"
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Do something like this:
War Pig Spawn
Every 15 seconds of Game Time
Pick Each Player in (Active Players)
If
Conditions
Upgrade Level Of (War Pig Upgrade) for (Picked Player) > 0
Actions
[Put your spawn code here]
As you can see it's much easier to have a single trigger that iterates through all active players than to make a separate trigger for each player. That would be exceedingly time consuming.