1. Check all Create Persistent effects with the Persist Until Destroyed flag enabled.
2. All actors with Timer Expired events must have a Timer Name term with a value under them.
3. Does your mod or any other mods in your map that are not blizzard mods have any triggers?
4. Only check the Stats: Maximum Stack Count field of buffs that do not have an expire duration.
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1. Unless they are actor types that automatically create themselves (eg. Simple or Global Configuration actors) there should be no problem. If they are Model type actors that attach themselves to a unit on unit creation then they can be problematic if there are multiple copies. It is equivalently making multiple attachments when there should only be one.
2. It all boils down to the number of polygons the model has multiplied by the number of actors using the model at any one time. Look at them under the cutscene editor. Under Show Model Data option is the Geometry folder with the Vertex Count field. Highly used models typically have 300-1600 vertices. If your mod has models with >3k then limit the number that can be on the map at once (eg. hero/boss units).
3. You say regularly scan for targets. Buffs can have periodic effects at 0.0016 seconds but this is laggy and even the mothership cloaking does not use such a rapid period. If there is an excessive number of units using periodic buffs then that can cause lag due to the number of threads being requested per second.
4. Try the Music - Game field under the Races data type?
2. Under the data editor in the left window check if the Source of the unmodified units changes with different mods active. If they do you then need to find what is being changed.
1. Sounds like your Action actor is at fault. The Combat: Launch Assets - Sound and Combat: Launch Assets - Model fields are what you want.
1.2. Some Sound actors self destruct when they have finished playing the sound once under the events. There are also fields under the sounds data type that affect the dropoff rate based on proximity.
2. Max supply is set under the Races data type and cannot be adjusted by upgrades. What you mean by have high resources? Anyhow you are going to have to use trigger actions to Set Player Race based on game attribute selection condition.
4. In melee it does not stack. The ability works by adding buff stacks to the hive that are then removed by the Spawn type behaviour when creating the larvae. Just adjust the Stats: Maximum Stack Count field of the behaviour added.
5. Tried the Unselectable flag? Else check the Unit: Select Alias field under the Units data type.
6. Have a trigger with a Game Initialization event followed by a Wait action which then uses a Text Message action.
2. The biological definition whereby two systems are independent and unlinked to each other. Check what Source the unit is classed under in the upper left window.
4. I have heard there are severe issues with mac compatibility at the moment.
Ok now for the new question.
1. If you are spawning 2xzerglings at 75 each then 2x75 is 150. The default zerglings only use 0.5 supply each since you are creating two at a time (2x0.5 = 1 supply used)
2. Use a hidden Buff behaviour that adds invulnerability and is validated to remove the buff. The default Is Constructing validator (Unit Filter type) should suffice.
3. Under the Unit actor the UI: Wireframe - Image field.
The structure units being built lack a Progress type ability. Else you have not set the build time under the Ability: Info - Time field of the Build ability.
0.967914438502674
You enabled gas under the Ability: Resource Allowed and Ability: Resource Acquired field of the Harvest ability of the Mule??
0.960873521383075
1. Check all Create Persistent effects with the Persist Until Destroyed flag enabled.
2. All actors with Timer Expired events must have a Timer Name term with a value under them.
3. Does your mod or any other mods in your map that are not blizzard mods have any triggers?
4. Only check the Stats: Maximum Stack Count field of buffs that do not have an expire duration.
-------
1. Unless they are actor types that automatically create themselves (eg. Simple or Global Configuration actors) there should be no problem. If they are Model type actors that attach themselves to a unit on unit creation then they can be problematic if there are multiple copies. It is equivalently making multiple attachments when there should only be one.
2. It all boils down to the number of polygons the model has multiplied by the number of actors using the model at any one time. Look at them under the cutscene editor. Under Show Model Data option is the Geometry folder with the Vertex Count field. Highly used models typically have 300-1600 vertices. If your mod has models with >3k then limit the number that can be on the map at once (eg. hero/boss units).
3. You say regularly scan for targets. Buffs can have periodic effects at 0.0016 seconds but this is laggy and even the mothership cloaking does not use such a rapid period. If there is an excessive number of units using periodic buffs then that can cause lag due to the number of threads being requested per second.
4. Try the Music - Game field under the Races data type?
5. What do you mean by that?
0.967332123411978
Incremental lag has three possible causes.
1. Create Persistent effects not being destroyed
2. Looped timers for actor events that are not properly validated causing propagation
3. Triggers that have infinite loops accumulating
4. Insanely high buff stacks
0.96094459582198
2. Under the data editor in the left window check if the Source of the unmodified units changes with different mods active. If they do you then need to find what is being changed.
1. Sounds like your Action actor is at fault. The Combat: Launch Assets - Sound and Combat: Launch Assets - Model fields are what you want.
1.2. Some Sound actors self destruct when they have finished playing the sound once under the events. There are also fields under the sounds data type that affect the dropoff rate based on proximity.
2. Max supply is set under the Races data type and cannot be adjusted by upgrades. What you mean by have high resources? Anyhow you are going to have to use trigger actions to Set Player Race based on game attribute selection condition.
4. In melee it does not stack. The ability works by adding buff stacks to the hive that are then removed by the Spawn type behaviour when creating the larvae. Just adjust the Stats: Maximum Stack Count field of the behaviour added.
5. Tried the Unselectable flag? Else check the Unit: Select Alias field under the Units data type.
6. Have a trigger with a Game Initialization event followed by a Wait action which then uses a Text Message action.
0.960980036297641
2. The biological definition whereby two systems are independent and unlinked to each other. Check what Source the unit is classed under in the upper left window.
4. I have heard there are severe issues with mac compatibility at the moment.
Ok now for the new question.
1. If you are spawning 2xzerglings at 75 each then 2x75 is 150. The default zerglings only use 0.5 supply each since you are creating two at a time (2x0.5 = 1 supply used)
2. Use a hidden Buff behaviour that adds invulnerability and is validated to remove the buff. The default Is Constructing validator (Unit Filter type) should suffice.
3. Under the Unit actor the UI: Wireframe - Image field.
0.966480446927374
Can't wait till the next war chest!
0.966542750929368
Thought those were part of the Fenix unit set for co-op. Bit like the amon carrier.
0.961015412511333
The structure units being built lack a Progress type ability. Else you have not set the build time under the Ability: Info - Time field of the Build ability.
0.96584440227704
Absolutely love the zerg ones. So much potential.
0.965714285714286
I believe someone already made a map with a similar theme. How is your rendition of the concept going to be different?