Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: reasons maps lag ?
reasons maps lag ?
Jun 27 2009, 4:46 am
By: yellowjacket  

Jun 27 2009, 4:46 am yellowjacket Post #1



a map i started workin on recently seems to lag every time i host it on bnet to test it. anyone kno common reasons maps auto lag like that ?

if not heres the map itself so u can see

Attachments:
ssbmbattlefieldd.scx
Hits: 1 Size: 61.85kb



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Jun 27 2009, 5:00 am Vrael Post #2



The laggiest parts of starcraft are typically those in which starcraft is required to modify units through actions like create/move/give.

I noticed that you have a number of triggers which create and kill units in your map, these are probably your cause. Also in the future, please use the search function. The first sentence of this post was copy pasted from another post of mine using the search "map lag", which took about 2 seconds and brought up a number of useful posts.

The same search "map lag" also brings up the information that spamming AI scripts can also contribute to map lag, and your arbiter recall is an AI script, which could have something to do with it too.

Post has been edited 1 time(s), last time on Jun 28 2009, 3:46 am by Vrael. Reason: disambiguitizing first line



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Jun 27 2009, 8:19 am JaFF Post #3



Quote from Vrael
modify
"Modify" is not even near the lagginess of create/give/move.



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Jun 27 2009, 4:01 pm Kaias Post #4



You guys are forgetting Order, which is one of the worst. When you create or move a unit and it has to detect where to displace it is another big one.

And contrary to previous findings done by Tuxedo Templar, remove is does not produce more lag than the kill action, but rather the other way around.



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Jun 27 2009, 5:35 pm Tank_7 Post #5



The most severe lag I have seen was actually just modifying a few units, but the same trigger (or possibly multiple triggers) were giving the same units to different players multiple times. It was a few overlords. Since then I try to make sure I am giving a unit only once per hypercycle if possible. I guess this is in agreement with modifying units, though personally I have never had major problems with anything else as consistently as this multiple-giving issue.



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Jun 29 2009, 9:10 pm Falkoner Post #6



One of the major sources of lag in StarCraft is the pathfinding AI, as that takes quite a bit of memory, especially when there is actually no way to get to the destination, due to tons of other units being in the way, so the pathfinding AI ends up branching out in every possible direction, before it realizes it's not possible to go where it has been ordered.

So generally, lots of units, all trying to go to the same destination causes huge lag.



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