Also tell the way you upgrade your ability. Do you use normal upgrades ( Upgrade tab ) or do you make it by creating diffrent effects then set them in the effect+ effect menu in the ability it self ?
I used to work on a map with spawning system just like you, The only lag i used to face is the number of units spawned.
So if you are using a large map then make sure ( as i said before ) that not all units will spawn at the same time, Atleast not in the whole map.
For example nexus wars dose not face huge lag although it might spawn a large army in the map because the units dont spawn at the same time ( it will effect on your fps )
Not really, The validators will prevent the unit from getting the same behavior twice and the time between the refresh and the expire will match together which mean the unit wont lose the behavior until his out of range.
Buffs in aura should always have a short duration so that the unit will lose the buff at the same moment he leaves the aura range, Otherwise he will still have the buff for short time after he leaves the range.
I thing the reason for mothership lag is because it have a visual effect ( cloak effect ) thats why it cause alot of lag when most of units get the behavior at the same time, So if you want to reduce the lag caused by aura .......... dont set any visual effects to the buff.
What you mean that you want your levelable ability tooltip to change after you upgrade it so it can say what the next level of the ability dose ?? Am i correct ??
Also tell the way you upgrade your ability. Do you use normal upgrades ( Upgrade tab ) or do you make it by creating diffrent effects then set them in the effect+ effect menu in the ability it self ?
Indeed, Aura dose cause lag when many units get the aura at the same moment.
I suggest that you make the aura refresh time very low like 0.1 and the behavion duration 0.2 then set a valdiator on the apply behavior effect that unit must not have the same behavior ( wont be needed if both durations are the same ) This may not help alot but it will prevent that all units from getting the behavior at the same time.
If lag still shows up then you should reduce the number of units spawned at the same time or just lower your graphic.
@willuwontu is right you need to check every event in every actor , cuz sometimes when you duplicate actors .... the event dose not get changed to the new unit that you created
for example .... if you duplicate an animation of attack the actor would be like this :
effect ( what ever the weapon effect is ... ) started
Create ( animation or model )
but the problem there is that the effect is set to the old weapon NOT for the duplicated weapon
and that can happen to many actors , So go check them all
then duplicate the weapon with everything in it ( actors , effects , etc ... )
then if you want to change the effect and the model of the attack , Then do it without changing the actor
for example .... if you want the ultralisk to do somekind of big explosion with large search of damage , Simply just go to the model in the weapon and change the model of the slash to anything you want , After that just go to the effect and increase the damage search or whatever changes you want
the actors wont change that way , But if the problem still shows up then your duplicate is wronge somehow
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You didnt answear that.
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I used to work on a map with spawning system just like you, The only lag i used to face is the number of units spawned.
So if you are using a large map then make sure ( as i said before ) that not all units will spawn at the same time, Atleast not in the whole map.
For example nexus wars dose not face huge lag although it might spawn a large army in the map because the units dont spawn at the same time ( it will effect on your fps )
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@Photoloss: Go
Not really, The validators will prevent the unit from getting the same behavior twice and the time between the refresh and the expire will match together which mean the unit wont lose the behavior until his out of range.
Buffs in aura should always have a short duration so that the unit will lose the buff at the same moment he leaves the aura range, Otherwise he will still have the buff for short time after he leaves the range.
I thing the reason for mothership lag is because it have a visual effect ( cloak effect ) thats why it cause alot of lag when most of units get the behavior at the same time, So if you want to reduce the lag caused by aura .......... dont set any visual effects to the buff.
Thats just my opinion.
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What you mean that you want your levelable ability tooltip to change after you upgrade it so it can say what the next level of the ability dose ?? Am i correct ??
Also tell the way you upgrade your ability. Do you use normal upgrades ( Upgrade tab ) or do you make it by creating diffrent effects then set them in the effect+ effect menu in the ability it self ?
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There is already a form about this, Just search for it.
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Indeed, Aura dose cause lag when many units get the aura at the same moment.
I suggest that you make the aura refresh time very low like 0.1 and the behavion duration 0.2 then set a valdiator on the apply behavior effect that unit must not have the same behavior ( wont be needed if both durations are the same ) This may not help alot but it will prevent that all units from getting the behavior at the same time.
If lag still shows up then you should reduce the number of units spawned at the same time or just lower your graphic.
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Depend on many stuff Like.
What is the map system ( is there units spawning every x time or something like that ) ?
Describe the way that the aura work and how did you created it. Also dose it create any animations or models ??
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Try to remove every validate that the ability and its effects have ..... but im not sure
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Pretty good icons , All zergs are proud of you brother
keep up the good work and please make the rest of the icons in dds :)
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If your problem is solved , Then please lock the form and write [Solved]
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@arepakiller: Go
@willuwontu is right you need to check every event in every actor , cuz sometimes when you duplicate actors .... the event dose not get changed to the new unit that you created
for example .... if you duplicate an animation of attack the actor would be like this :
effect ( what ever the weapon effect is ... ) started Create ( animation or model )
but the problem there is that the effect is set to the old weapon NOT for the duplicated weapon
and that can happen to many actors , So go check them all
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go to the weapons tab
then duplicate the weapon with everything in it ( actors , effects , etc ... )
then if you want to change the effect and the model of the attack , Then do it without changing the actor
for example .... if you want the ultralisk to do somekind of big explosion with large search of damage , Simply just go to the model in the weapon and change the model of the slash to anything you want , After that just go to the effect and increase the damage search or whatever changes you want
the actors wont change that way , But if the problem still shows up then your duplicate is wronge somehow
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@arepakiller: Go
This video is simple and it will do the job
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There is a video on youtube which teachs you how to duplicate a unit
search for ( sc2 creating new unit ) in youtube , Its pretty good
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hahaha oky listen
the period durations is the time between each effect that will be created
and the period counts is how many effects that will be created ( better to set this to 10-20 )
your problem might be in the duration of the behavior so set it to 0.2 and make sure that the search area is big enough like 2 for example
did you set the effect apply behavior inside the search area effect ??
did you set the search area effect inside the create persistent effect ??
did you made the damage search redius big ?
also make the damage faction to 1