Yggdrasil is unused.**
Shuttle is unused.
Carrier is unused.
Arbiter is unused.
Interceptor is unused.
That's all I can think of off the top of my head.
Edit: **Yggdrasil is actually used for a Death Counter for players 1-6.
What about hero versions?
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Hero sanctuary doesnt like me
, i seem to cause map lag when there are+3 people in the game.map is too intense
.
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Yggdrasil is unused.**
That's all I can think of off the top of my head.
Edit: **Yggdrasil is actually used for a Death Counter for players 1-6.
What about hero versions?
Okay let me compile now that I have access to the map:
Unused UnitsShuttle is unused.
Carrier is unused.
Arbiter is unused.
Interceptor is unused.
Matriarch is unused.
Samir Duran is unused.
Mojo Scout is unused.
Danimoth is unused.
• All other units are used either physically, as animation, or as death counters.
Hero sanctuary doesnt like me
, i seem to cause map lag when there are+3 people in the game.map is too intense
.
That sucks man... Does it even lag for you in a 2v2 match? There has been talk about a 2v2 tournament in the future so you might be REALLY missing out...
Anyway, if it makes you feel any better, I have been trying very hard to reduce map size / trigger fire rate, but it's a slow process.
p.s. If you haven't tried it on 1.04 yet, give it a shot because some triggers are slightly improved in terms of lag-causing.
Post has been edited 1 time(s), last time on Jan 14 2010, 5:55 pm by Norm.
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Okay let me compile now that I have access to the map:
Unused Units
Shuttle is unused.
Carrier is unused.
Arbiter is unused.
Interceptor is unused.
Matriarch is unused.
Samir Duran is unused.
Mojo Scout is unused.
Danimoth is unused.
Would you consider implementing the
Phantom since CAFG nor Mini Moose will add him into future versions of TS?
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Would you consider implementing the
Phantom since CAFG nor Mini Moose will add him into future versions of TS?
No way in hell. I only include my original characters into my map. Besides, I wouldn't want to have to go through the annoyance of learning a map all over again just to learn it's character.
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Thx!i really like this map and wAnt to play it as much as i can.In a 2vs2 it doesnt lag as bad. On a side note, it doesnt have map lag at the start of the game, but as people slow pick their characters it gets worse. I have tried 1.05, and still the same situation occurs.
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1.05, as in Hero Sanctuary 1.05? If so when was that released, and when can I get it?
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1.05, as in Hero Sanctuary 1.05? If so when was that released, and when can I get it?
Oops, that's a type =/.
The current and official version is still 1.04.
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Forgive me Norm for opening and looking at your trigs
Like I suspected though and what I was trying to explain to you. Your map lag derives from 1 soul purpose.
IF you could take ALL these triggers checked for Players 1/2/3 and move them to force 1, eliminating 2 triggers everytime.
Then do the same with Players 4/5/6 and move to force 2 eliminating 2 more triggers etc etc.
Your map suffers from a LARGE amount of repeated triggers, and each loop it's forced to read through ALL of them. This is trigger lag.
This was the problem with the mad lag in my RPG. My map doesn't lag anymore. If you want I can do it for you and show you what I mean. I will not change anything else.
Post has been edited 1 time(s), last time on Jan 14 2010, 6:32 pm by Kenshin23.
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If "current player" is force one, doesn't it mess stuff up?
It hasn't fucked up much for me. There is some triggers your forced to do individually but looking at some in HS they can be moved and have no effect on gameplay at all.
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I imagine there are some that could do thisThere are definitely some triggers that this could be done to, but most of the ones that I have player specific cannot be shared.
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Forgive me Norm for opening and looking at your trigs
Like I suspected though and what I was trying to explain to you. Your map lag derives from 1 soul purpose.
IF you could take ALL these triggers checked for Players 1/2/3 and move them to force 1, eliminating 2 triggers everytime.
Then do the same with Players 4/5/6 and move to force 2 eliminating 2 more triggers etc etc.
Your map suffers from a LARGE amount of repeated triggers, and each loop it's forced to read through ALL of them. This is trigger lag.
This isn't true; checking 'Force 1' is the same thing as checking each player in that force. Either way, it is only one trigger that runs for 3 players and will have absolutely no effect on lag in the map.
Quote from name:Taylor Swift
Uh what? I thought checking players individually was the same as checking the Force box. Checking Force 1 is like creating a trigger for each individual player, isn't that the same thing as checking 3 player boxes?
Ultimo is right
If "current player" is force one, doesn't it mess stuff up?
No. Like Ultimo said, it is like each player in the force is checked. A Force 1 trigger does not substitute 'Force 1' in for 'Current player'.
Triggers run from top to bottom from Player 1's triggers to Player 8's. Triggers aren't technically owned by anything else; it works the same way for All Players.
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^Yeah that's what I thought too, which is why I initially didn't worry about any triggers that ran for 1,2,3 or 4.5.6 etc.
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You didn't reply to my last post...
This makes me sad.
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You didn't reply to my last post...
This makes me sad.
Eh, Yeah. You are exaggerating the rate of stat point gain so much that it's not even realistic to use it as a basis for your point. Yes, HS tries hard to be complex within SC limitations, and could be made into a better game if I had a better engine to work with - yeah so what? - There isn't much else to say in regards to your last post.
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That sucks man... Does it even lag for you in a 2v2 match? There has been talk about a 2v2 tournament in the future so you might be REALLY missing out...
You do realize that a 2v2 tourny is going to be extremely unbalanced, right? A RM CoM combo will = gg. RM sims, 2x flow on lurk, lurk gets ups. splash from lurk + storm + RM's sims = massive exp denial. RM makes spawners at 30 seconds to day, and Com just pk rapes. [ESPECIALLY ON BOTTOM TEAM, SINCE THEY ARE CLOSE TO BOTH UNITS, AND HAVE THE SIM ADVANTAGE]
RM Illu also rapes (illu just halts all hero damage to spawn after spawners are made)
MM ninja
psycho ninja
Triggers run from top to bottom from Player 1's triggers to Player 8's. Triggers aren't technically owned by anything else; it works the same way for All Players.
does that mean all triggers go P1, P2...P8? or is it P1 - P8, then P1-P8 (under "all") then PX-PX ("force 1"), etc.
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Well, just explain to me why it fixed the lag in my map then
If you don't care Norm, I will do this to HS and just play a game with you using the version I edited. I guarantee results.
Checking Force 1 is like creating a trigger for each individual player, isn't that the same thing as checking 3 player boxes?
Ummm, If you make a trigger let's say for Force 1 consisting of 4 players, there is still only 1 trigger that runs once per loop. If you check it under each player then you have 4 triggers running per loop.
I've seen results of this working to eliminate lag, If you have proof that it doesn't please show me. Otherwise I'm still convinced it will help.
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I'm just worried that something would get messed up in the transition...
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