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    posted a message on Trigger runs, FPS goes down 50%

    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!

    Posted in: Triggers
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    posted a message on Trigger runs, FPS goes down 50%

    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

    Posted in: Triggers
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    posted a message on Trigger runs, FPS goes down 50%

    Map is available to open and view Here.

    Posted in: Triggers
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    posted a message on Trigger runs, FPS goes down 50%

    @o3210: Go

    A Trigger having to do with player unit selection completes and runs this trigger.

    Posted in: Triggers
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    posted a message on Trigger runs, FPS goes down 50%

    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

    Posted in: Triggers
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    posted a message on Trigger runs, FPS goes down 50%

    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)

    Posted in: Triggers
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    posted a message on Unit Becomes Idle Breaks AI

    @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..

    Posted in: Triggers
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    posted a message on Unit Becomes Idle Breaks AI

    @Khalanil1: Go

    Thats what I thought too but the larve aren't anywhere near this region.. possibly a bug?

    Posted in: Triggers
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    posted a message on Unit Becomes Idle Breaks AI

    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)

    Posted in: Triggers
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