Whereas that map showcases which actions lag the most, it does it for 1000 units. Its purpose was to determine which actions were the worst, not what was the acceptable amount. If I understood it correctly:
- remove and give and move units are the worst offenders
- kill is laggy, but surprisingly not as much as the others
- orders are laggy only when continuously used with units near each other. I think this is due to the zerglings trying to find a path when there was none, so air units are probably exempt
- create was never tested alone, but it still seems laggy
- ai scripts (well, only junkyard dog was tested) seem to have little lag
- center loc, center view, remove/give/move/kill with no units nearby, and orders when units were far enough had little to no lag
In my map, most of my laggy actions are not continuous. As in, several gives/removes/creates/etc. will happen only when the player casts a spell or periodically every couple of seconds. That kind of lag won't really be that noticeable as it isn't continuous. My problem is when there is a continuous use of laggy actions.
At the moment, the only continuous laggy action I have is during a spell (it lasts around 5 seconds) where I need to constantly cycle through 22 units to check which enemies are nearby. I'm cycling through 22 Interceptors and 22 Carriers (1 Interceptor per Carrier). Technically, that's 44 gives, as it's 2 units each to check each unit, then another 44 at the end to give them all back to the original player. That's 88 gives per trigger loop. I'm worried that 88 gives like that will cause lag considering all the other units and triggers on the map.
So, if anyone knows, what is the acceptable maximum number of laggy actions per trigger cycle such that the map is still playable?
None.