Map Lag
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Mar 20 2010, 6:35 am
By: Pinky  

Mar 20 2010, 6:35 am Pinky Post #1



Hey guys.

I have trigger that goes like this.

P1
CONDITION X is met
Action
Recall P1
Preserve

Now that works fine single player, however when I go to play multiplayer (I tested with 2 players) the recalls occured A LOT less frequently then with single player. Its just a simple cut and dry preserve trigger command, but when two players are in the recalls happen very infrequently. Is this some sort of map lag? How do I combat it?

I have hyper triggers mind you.



None.

Mar 20 2010, 8:30 am Vrael Post #2



If there is only one arbiter, it probably has to divide its recal between two different players. The recall AI script is limited in frequency by the available non-recalling arbiters present on the map. Hopefully adding an arbiter or two should increase the frequency.



None.

Mar 21 2010, 1:56 am Pinky Post #3



Nah there is a buttload of aribters.



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Mar 21 2010, 1:57 am Leeroy_Jenkins Post #4



Care to post the map?



None.

Mar 21 2010, 8:00 am Pinky Post #5



No. How do I combat map lag though what are the things I can do to speed it up when multiplayer is enabled.



None.

Mar 21 2010, 9:49 am NudeRaider Post #6

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

"Maplag" (StarCraft running slowly due to excessive CPU usage) is caused mainly by triggers that have actions that run each hyper trigger loop and modify units in a way.
This includes things like setting hp, killing units, etc. but actions like ordering units that are in cramped areas (waypoint ai has trouble finding a path), stacked units that try to separate (induced through something like unburrowing lurkers) creating or moving units to unwalkable places are even much more demanding.

However this doesn't seem to be the source of your problem. It might help to explain in detail what's happening in your map rather than stating what you think might cause the problem.
From what you've told us it could be
- Wait Blocks (one might call it "trigger lag" too) or
- the computer that's owning the arbiters runs a melee AI which interferes with the recall command.




Mar 21 2010, 2:06 pm Pinky Post #7



No, no no its defintely map lag the problem only occurs when more then one player is playing; single player there is no problem. I do not use waits I use death counts, I have hyper triggers. Computer has no AI commands whatsoever (save for the AI script that recalls, which goes like CON Always ACT AI script, Preserve). Should I use death counts instead of a straight always-preserve?

However your second sentence is very promising, I will give you all a list of the things that fit those requirements, and maybe you guys can help me find creative ways of doing them lag-free?
-I have locations being centered on the players heroes at all times throughout the game.
-when the recall script begins, i have a separate trigger that moves the player hero (which the recall is centered on) to unwalkable terrain so as to have him frozen. He NEEDS to be immobile.
-I have an overlord that is being moved to the location it is already at constantly throughout the game (the overlord is for my item usage system).
-I have an area in the map which is constantly spawning and killing Dark Archons for a "flame" effect.
-in my DDS system I have the units that are being attacked have their HP constantly set to 100%.

Probably more but that's all that jumps to mind now. Please help!

Post has been edited 1 time(s), last time on Mar 21 2010, 2:20 pm by Pinky.



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Mar 21 2010, 4:29 pm SelfPossessed Post #8



99% chance DDS is the culprit. You probably maxed weapon sprites. You can only have 100 weapon sprites at any given time. Every Scarab counts as a weapon sprite.

Post has been edited 1 time(s), last time on Mar 21 2010, 6:16 pm by SelfPossessed.



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Mar 21 2010, 4:47 pm NudeRaider Post #9

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 Pinky
-I have locations being centered on the players heroes at all times throughout the game.
np. that's modifying a location, not a unit.
Quote from Pinky
-when the recall script begins, i have a separate trigger that moves the player hero (which the recall is centered on) to unwalkable terrain so as to have him frozen. He NEEDS to be immobile.
you can freeze a unit with this method np as long as you don't have many units that are frozen all the time.
Quote from Pinky
-I have an overlord that is being moved to the location it is already at constantly throughout the game (the overlord is for my item usage system).
If it's just 1 unit per player it's also np. However ordering it and only moving it when it leaves the location is a bit better lag wise.
Quote from Pinky
-I have an area in the map which is constantly spawning and killing Dark Archons for a "flame" effect.
If there's many of them it might contribute to lag. Only create/kill them every 2nd or 3rd trigger loop.
Quote from Pinky
-in my DDS system I have the units that are being attacked have their HP constantly set to 100%.
Use units with a lot of hp and armor so you only need to heal them occasionally. However since you probably don't have 100 or more targets it's probably negligible.




Mar 21 2010, 7:20 pm Oh_Man Post #10

Find Me On Discord (Brood War UMS Community & Staredit Network)

Quote from SelfPossessed
99% chance DDS is the culprit. You probably maxed weapon sprites. You can only have 100 weapon sprites at any given time. Every Scarab counts as a weapon sprite.

Can anyone confirm this? I use 3 players with DDS and never noticed lack of weapon sprites.

I once had bad map lag from too many pylon auras, you might want to give that a go.




Aug 15 2011, 5:59 pm ubermctastic Post #11



I just came across this problem as well.

Does anyone know if it can be caused by moving burrowed units under another unit to slow it down?
The map I'm working on does this with over 20 units at a time, all with hyper triggers. Was wondering if there was a way to fix it without changing the effect.



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Aug 15 2011, 6:07 pm Sacrieur Post #12

Still Napping

Quote from name:K_A
I just came across this problem as well.

Does anyone know if it can be caused by moving burrowed units under another unit to slow it down?
The map I'm working on does this with over 20 units at a time, all with hyper triggers. Was wondering if there was a way to fix it without changing the effect.

Speaking about your zombie map?

You can move the burrowed units every other trigger cycle iirc.



None.

Aug 15 2011, 6:10 pm ubermctastic Post #13



Yes,
and would that stop it from lagging?



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Aug 15 2011, 6:16 pm xAngelSpiritx Post #14

eternal lurker

Although it wouldn't stop it completely, it should at least reduce it. Provided, of course, that the moving units is the actual cause of the lag and not something else.



None.

Aug 15 2011, 6:18 pm ubermctastic Post #15



Ok thanks :)



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