Yup, even skeptical myself now, since I can't reproduce it in a standalone map with the bare minimum.
I'll investigate further as to if my lag is solved by doing this or not. Nothing in the map uses Buildings or Units scores directly though, just kills and razings for the cash/exp system.
I'd bid you good effing luck at finding anything in my spaghetti triggers. The map in question can be found
here, particularly version 1.46+ wherein obtaining an SCV blinks building ownership to allow building of missile turrets and causing the lag attributed in the OP.
Let me give you a brief overview of everything going on in this map when it starts lagging without this qurky little 'fix' I found:
Firstly, full speed hyper triggers.
One player obtains an SCV and potentially builds a CC as well, this grants him control of prereq buildings for Missile Turrets and/or Comsat/Silo addons. These buildings in the upgrade pen are blinked to Player 6 (allied computer, but separate force) and back to him once per cycle to prevent them being used for upgrades unless a unit is at the beacon to do so.
300+ units on Junk Yard Dog AI
300+ units on attack or patrol orders to locations possibly completely across the map
A dozen or so allied computer units moving about with attack orders
Locations centered on each player's primary unit giving attack commands to particular friendlies and patrol commands to enemies
Probably two dozen switches randomizing each cycle.
Score to resources system for each player.
Score to resources system for computer ally.
Constantly updating system to show player's gas equal to a total shared by all players on Player 8.
Bonus distribution system by one-each'ing Player 7's ore to players.
The biggest symptoms seem related to having some chump with a throwaway laptop pushing a measly gigahertz or so chugging on just about all of that, and then triggering the building-blink system just loads it down too much.
However, if the player loses his SCV (and CC if applicable), the lag doesn't go away when the buildings stop blinking, it persists until that player leaves the game. This is the part I can't duplicate. Though I can indeed lag my own nothing-to-sneeze-at system by passing about 600 CCs between players, stopping the give triggers eliminates the lag immediately.
I
did have the lag when playing solo though before zeroing Buildings scores. I haven't encountered any major lag since making the fix, but that doesn't mean I've yet encountered one of these po-dunk-puter players yet again either.
Post has been edited 1 time(s), last time on May 25 2010, 2:00 pm by Ranzear.
None.