Here's the situation which had made me decided to post this thread. I am currently making an RPG and I've noticed that even people with good connections tend to lag horribly on my map. Any other game, however, and they are fine. My map supports up to 6 human players, and I've also noticed that the less amount of players = less amount of lag. So these are a few these I think may be causing this problem.
- Large amount of strings (850+ but under 1024)
- 30,000 bytes used in strings section
- alot of triggers that run 24/7 (example; lots of "always" conditions, constantly moving some units and many death counts continuously going)
-1000 pre placed units
-300 sprites
-120 doodads
-map size is now 800 kbs
From the above mentioned, can you please suggest what may be causing the most part of my lag issue?
thanks
-Ken
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Quote from name:Kenshin21
From the above mentioned, can you please suggest what may be causing the most part of my lag issue?
thanks
Quote from name:Kenshin21
- alot of triggers that run 24/7 (example; lots of "always" conditions, constantly moving some units and many death counts continuously going)
That's it.
Everything else is fine.
Moving units causes
especially much lag if there's no room to move them.
Thanks for the replies,
Vrael.. i am aware of the rules here @ SEN, however, my post was posted because nothing I had tried was able to reduce game lag. Hence, the name of the thread.. I'm trying to debate if it is something in the map or just laggy players on dial up.
Nuderaider, I just went through ALL my trigs and noticed a few that were "always" moving units due to I did not want them to be moved at all. I found an alternative though and am testing now to see if it will help.
Thanks a bunch guys
None.
Quote from name:Kenshin21
Nuderaider, I just went through ALL my trigs and noticed a few that were "always" moving units due to I did not want them to be moved at all. I found an alternative though and am testing now to see if it will help.
Nude hit it on the spot, constant moving is the most probable culprit. Two things I would suggest are to only move the unit back if it tries to move or, if conditions are ideal, surround the unit with invisible units to keep it from moving.
None.
Problem Solved. You can close this thread.
None.