Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Map is Lagging Too Much
Map is Lagging Too Much
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Jun 10 2010, 6:12 am
By: Warlord_Master  

Jun 10 2010, 6:12 am Warlord_Master Post #1



my map has 1300 units placed, about 14 levels for my sniper map but the problem is it is lagging heavily now. is there any ways to reduce lag or any general reasons.
i was searching for map limits but it returned not found...

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Sniper Requiem 2.0.scx
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Jun 10 2010, 7:11 am NudeRaider Post #2

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

Try removing a couple hundred units for testing purposes. Starcraft tends to lag when it closes onto the unit limit.

The other main reason for lag is triggers that affect units. That can be anything from setting hp, creating, ordering or moving them and much more.




Jun 10 2010, 6:53 pm Azrael Post #3



Also, you can create an actual memory leak by misusing "Bring" conditions. If you have a lot of "Bring 0 to Anywhere" conditions, you should replace them with "Commands exactly 0" instead. There is no difference except for the lag produced.

If you use too many "Bring" conditions over a large enough area, you can easily make the map so laggy it's unplayable even in single-player.




Jun 10 2010, 7:20 pm ClansAreForGays Post #4



Quote from name:Azrael.Wrath
If you have a lot of "Bring 0 to Anywhere" conditions, you should replace them with "Commands exactly 0" instead. There is no difference except for the lag produced.
false. If a trigger removes a unit, and then later on in the triggers has a command 0 condition, the condition will run like that removed unit is still there; bring does not.

Do not replace any of your bring conditions without considering this.




Jun 10 2010, 7:43 pm Azrael Post #5



Quote from ClansAreForGays
false. If a trigger removes a unit, and then later on in the triggers has a command 0 condition, the condition will run like that removed unit is still there; bring does not.
This even happened to me once, I can't believe I forgot to mention it :hurr: Thanks for the correction ^^

You can reorder your triggers to account for it though. When replacing Bring with Command, it's a pretty minuscule amount of lag you're preventing by doing this anyways if it's only a handful of triggers, it's if you have a lot of these triggers that it starts to become an issue.

By the way, if you want to easily replace all instances of one thing in your triggers with another:

1) In SCMDraft2, open Trigger Editor (it's under Classic Map Triggers).
2) Select all text, cut/paste it into Wordpad.
3) Use "Replace" to find and replace all instances of X with Y.
4) Select all text, cut/paste it back into SCMDraft2.
5) Hit the Compile checkmark at the top.

I've had time where this has turned hours of work into 30 seconds.

Edit: Tried to open your map, it's protected or corrupted. StarEdit won't even open it.

Post has been edited 2 time(s), last time on Jun 10 2010, 8:00 pm by Azrael.Wrath.




Jun 10 2010, 9:05 pm Warlord_Master Post #6



I found root of problem, i preplace 7 carriers with 8 interceptors = 56 interceptors, i have a boss later that uses the interceptor as a spell but the problem was i had a trigger that constantly moved all interceptors to location X until u fight boss so i assume thats the problem. i thought it was unit lag but it is trigger lag. i fix by spawning the carriers when u actually fight the boss which is more logical.... ty for help



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[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
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