Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Map is Lagging Too Much
Map is Lagging Too Much
This topic is locked. You can no longer write replies here.
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...

Attachments:
Sniper Requiem 2.0.scx
Hits: 2 Size: 532.39kb



None.

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



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:43 am]
Symmetry -- I'm doing my best, damn it
[2026-9-28. : 4:46 pm]
Ultraviolet -- @:@
@:@ shouted: this community still going strong?
Still going.. strong is debatable though.
[2026-9-28. : 4:13 pm]
WeirdoX4857 -- I can't believe this is really been around since 2003 but it does look classic and old asf still better than talking to kids on discord ranting about skibidi toilet and sexuality or whatever mental illness is going on in their heads
[2026-9-28. : 4:11 pm]
WeirdoX4857 -- Nigga how you ask is it still going strong when you get a text every 3 miles per hour or something
[2026-9-28. : 4:10 pm]
WeirdoX4857 -- Where is everybody
[2026-9-28. : 1:21 pm]
@:@ -- this community still going strong?
[2026-9-27. : 4:30 pm]
Oh_Man -- yeah, probs
[2026-9-27. : 3:11 pm]
NudeRaider -- I bet it just needs another training session against pros instead of only against itself and nobody will be able to stop it anymore.
[2026-9-27. : 3:09 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
so it can be beaten by a prepared pro, even in macro games, if only barely. the muta micro in particular seems really hard to handle for protoss ground though. In the open goons can't catch them, in the base they trip over buildings, it just instantly flies out of storms and they fly circles around archons. Mass cannons do work, but can't cover the whole map with it. Probably need mass corsair to counter and hope you can outmaneuver all the scourge.
[2026-9-27. : 2:14 am]
Oh_Man -- pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
Please log in to shout.


Members Online: @:@