This issue was actually an actor issue. Being the noob I am I was following a behavior tutorial to create abilities and it had me attach an actor 'Zerg Small Unit Death' to the effect start. So whenever this effect would be called this actor (hardly noticeable) was created and seemed to stay there perminately. So many of these partially transparent actors accumulated in the center of the map creates a permanent massive drop in FPS. Thanks for the help! I'll clean these triggers up but go online and check out Test of Survival: Under Siege! I'd love some feedback!
Changing the Event trigger to Enter Region had only a marginal impact of 1 to 3 FPS. Still nice, but not fixed. Going to upload the map for you all to look at. Thanks
I'm looking to get some perspective on this trigger. When it runs it creates a timer, waits for it to run out and turns on and off several other triggers. Essentially units are directed to go around in a giant loop and once this timer is up they all converge upon an area in the middle of the loop. After 30 seconds they are once again directed to begin making the loop.
The problem is that the FPS goes from 40 down to 20 and stays there, even after the trigger has stopped and there is no action on the screen.
Any idea why this might be? See trigger below.
-
Main Trigger
Events
Local Variables
Conditions
Actions
Timer - Start (New timer) as a One Shot timer that will expire in 210.0 Real Time seconds
Timer - Create a timer window for (Last started timer), with the title "Swarm Approaching:", using Remaining time (initially Visible)
General - Wait for (Last started timer) to have 1.0 seconds Remaining
Timer - Destroy (Last created timer window)
Text Tag - Create a text tag with the text "WARNING - INCOMING ENEMY SURGE!" for (Players on team 1), using a font size of 64, at (Center of Warning) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Trigger - Turn Round about - Player 7 - Point 1 to Point 2 Off
Trigger - Turn Round about - Player 7 - Point 2 to Point 3 Off
Trigger - Turn Round about - Player 7 - Point 3 to Point 4 Off
Trigger - Turn Round about - Player 7 - Point 4 to Point 1 Off
Trigger - Turn Kamakazi Point 1 to Center- Player 7 On
Trigger - Turn Kamakazi Point 2 to Center - Player 7 On
Trigger - Turn Kamakazi Point 3 to Center - Player 7 On
Trigger - Turn Kamakazi Point 4 to Center - Player 7 On
General - Wait 30.0 Game Time seconds
Trigger - Turn Kamakazi Point 1 to Center- Player 7 Off
Trigger - Turn Kamakazi Point 2 to Center - Player 7 Off
Trigger - Turn Kamakazi Point 3 to Center - Player 7 Off
Trigger - Turn Kamakazi Point 4 to Center - Player 7 Off
Trigger - Turn Round about - Player 7 - Point 1 to Point 2 On
Trigger - Turn Round about - Player 7 - Point 2 to Point 3 On
Trigger - Turn Round about - Player 7 - Point 3 to Point 4 On
Trigger - Turn Round about - Player 7 - Point 4 to Point 1 On
Text Tag - Destroy (Last created text tag)
-
Round About Trigger:
Round about - Player 7 - Point 1 to Point 2
Events
Unit - Any Unit Enters within 2.0 of Gather Point 1
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) != True
(Owner of (Triggering unit)) == 7
Actions
Unit - Order (Triggering unit) to ( Attack targeting Gather Point 2) (Replace Existing Orders)
-
Rush Middle Trigger:
Events
Unit - Any Unit Enters within 2.0 of Gather Point 1
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) != True
(Owner of (Triggering unit)) == 7
Actions
Unit - Order (Triggering unit) to ( Attack targeting AI Attack Point) (Replace Existing Orders)
Check out my project 'Test of Survival: Under Siege' if you have time. It's a creative remix of the original TOS from SC1. It's my first map so it's a bit rough yet..
My trigger is supposed to set an attack point for enemy AI units that become idle within a specified region. This works perfectly for the Protoss AI but the same trigger breaks the Zerg AI. Zerg workers will begin gathering minerals but will not create units as specified.... Any ideas why?
Trigger for both Toss and Zerg is as follows:
Events
Unit - (Unit attached to Anti-Idle) Becomes idle
Local Variables
Conditions
Not
Conditions
((Unit type of (Triggering unit)) is Worker) == True
(Owner of (Triggering unit)) == 7
Actions
Unit - Order (Triggering unit) to ( Attack targeting AI Attack Point) (Replace Existing Orders)
0
This issue was actually an actor issue. Being the noob I am I was following a behavior tutorial to create abilities and it had me attach an actor 'Zerg Small Unit Death' to the effect start. So whenever this effect would be called this actor (hardly noticeable) was created and seemed to stay there perminately. So many of these partially transparent actors accumulated in the center of the map creates a permanent massive drop in FPS. Thanks for the help! I'll clean these triggers up but go online and check out Test of Survival: Under Siege! I'd love some feedback!
0
Yeah I knew it was noob, it's my second map so i'm really learning triggers on the fly. I'll take a look at the anti-idle- Thanks
0
Map is available to open and view Here.
0
@o3210: Go
A Trigger having to do with player unit selection completes and runs this trigger.
0
Changing the Event trigger to Enter Region had only a marginal impact of 1 to 3 FPS. Still nice, but not fixed. Going to upload the map for you all to look at. Thanks
0
Hello,
I'm looking to get some perspective on this trigger. When it runs it creates a timer, waits for it to run out and turns on and off several other triggers. Essentially units are directed to go around in a giant loop and once this timer is up they all converge upon an area in the middle of the loop. After 30 seconds they are once again directed to begin making the loop.
The problem is that the FPS goes from 40 down to 20 and stays there, even after the trigger has stopped and there is no action on the screen. Any idea why this might be? See trigger below.
-Main Trigger
Events
Local Variables
Conditions
Actions
Timer - Start (New timer) as a One Shot timer that will expire in 210.0 Real Time seconds
Timer - Create a timer window for (Last started timer), with the title "Swarm Approaching:", using Remaining time (initially Visible)
General - Wait for (Last started timer) to have 1.0 seconds Remaining
Timer - Destroy (Last created timer window)
Text Tag - Create a text tag with the text "WARNING - INCOMING ENEMY SURGE!" for (Players on team 1), using a font size of 64, at (Center of Warning) and height offset 1.0, initially Visible, and fog of war enforcement set to False
Trigger - Turn Round about - Player 7 - Point 1 to Point 2 Off
Trigger - Turn Round about - Player 7 - Point 2 to Point 3 Off
Trigger - Turn Round about - Player 7 - Point 3 to Point 4 Off
Trigger - Turn Round about - Player 7 - Point 4 to Point 1 Off
Trigger - Turn Kamakazi Point 1 to Center- Player 7 On
Trigger - Turn Kamakazi Point 2 to Center - Player 7 On
Trigger - Turn Kamakazi Point 3 to Center - Player 7 On
Trigger - Turn Kamakazi Point 4 to Center - Player 7 On
General - Wait 30.0 Game Time seconds
Trigger - Turn Kamakazi Point 1 to Center- Player 7 Off
Trigger - Turn Kamakazi Point 2 to Center - Player 7 Off
Trigger - Turn Kamakazi Point 3 to Center - Player 7 Off
Trigger - Turn Kamakazi Point 4 to Center - Player 7 Off
Trigger - Turn Round about - Player 7 - Point 1 to Point 2 On
Trigger - Turn Round about - Player 7 - Point 2 to Point 3 On
Trigger - Turn Round about - Player 7 - Point 3 to Point 4 On
Trigger - Turn Round about - Player 7 - Point 4 to Point 1 On
Text Tag - Destroy (Last created text tag)
-Round About Trigger:
Round about - Player 7 - Point 1 to Point 2
Events Unit - Any Unit Enters within 2.0 of Gather Point 1
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) != True (Owner of (Triggering unit)) == 7
Actions
Unit - Order (Triggering unit) to ( Attack targeting Gather Point 2) (Replace Existing Orders)
-Rush Middle Trigger:
Events
Unit - Any Unit Enters within 2.0 of Gather Point 1 Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) != True (Owner of (Triggering unit)) == 7
Actions
Unit - Order (Triggering unit) to ( Attack targeting AI Attack Point) (Replace Existing Orders)
0
@Khalanil1: Go
That is correct! Thanks for the help
Check out my project 'Test of Survival: Under Siege' if you have time. It's a creative remix of the original TOS from SC1. It's my first map so it's a bit rough yet..
0
@Khalanil1: Go
Thats what I thought too but the larve aren't anywhere near this region.. possibly a bug?
0
My trigger is supposed to set an attack point for enemy AI units that become idle within a specified region. This works perfectly for the Protoss AI but the same trigger breaks the Zerg AI. Zerg workers will begin gathering minerals but will not create units as specified.... Any ideas why?
Trigger for both Toss and Zerg is as follows:
Events Unit - (Unit attached to Anti-Idle) Becomes idle
Local Variables
Conditions Not Conditions ((Unit type of (Triggering unit)) is Worker) == True
(Owner of (Triggering unit)) == 7
Actions Unit - Order (Triggering unit) to ( Attack targeting AI Attack Point) (Replace Existing Orders)