I was testing my map with a full server, and everything worked fine EXCEPT that the map kept maxing out with units.
Someone suggested making created units into heroes to avoid this, but I REALLY don't want to do that. How can I solve this problem? Thanks for any replies...
Also, if I have to make them into heroes, how do I do that? I'm lookin over some map trigger examples for that and it seems a little fuzzy...
Again, thanks for anything.
What do you mean by maxing out units? Do you mean the "food" limit or the sprite limit?
To do the replacing hero, you do it this way:
Player has at least one X unit
----
Center location "Hero replace" on X unit at "anywhere"
Remove 1 X unit at "Hero replace"
Create 1 X hero at "Hero replace"
Preserve trigger
And that's all. To speed things up, use the zero wait trigger trick with this trigger.
The Sprite limit I believe.
When it maxes out it says "Cannot create more units" or something like that.
So, if there any way?
P.S. It'll also be nice to get past the "food" limit too. XD
Food limit.... just don't use Regular StarEdit for that.
Cannot Create more Units... is a built-in limit. You can't stop that. :/
Norm Staredit can go past the food limit, I believe.
"
And that's all. To speed things up, use the zero wait trigger trick with this trigger. "
As in the "Hyper Trigger" crap? I believe the two second wait is a function of the "Always" condition, not the preserve trigger. Of course, I could be wrong. And seeing as people have use for the Hyper Trigger at all(other than mere trigger reduction) I would think that I am wrong... \: )'_=
Just how many units are in the map? That's absurd...
Do you guys have any methods for trying to make units which surpass the Map Max Units limit? I REALLY need to get this monkey off my back...
It's impossible. Seriously though dude, I've seen a lot of maps with tons of units on them, but never so many that it would surpass the unit count.
What kind of map are you making? And how are you able to exceed the limit?
It's a World War I simulator...
Well, I guess I could lower the amount of units...*sigh*
Thanks anyway.
If it has enough units that it's maxed out, or is maxed out easily, then it obviously has too many, anyways. In most cases atleast.
Do doodads contribute to the problem? I have alot I could get rid of...
Even if they did, you sound like you have so many units that it wouldn't matter if you removed just 10 or 20 to make more room.
So they don't? I took out alot of units already, and i want to make it even higher by removing doodads.
But I'm guessing that's a no...
QUOTE
"Hyper Trigger" crap
Don't call Hyper Triggers crap. The two second wait is a function of any trigger, because StarEdit normally checks triggers every 2 seconds. There is much use for it, the increased ressponse time it gives is enough to use it anyway. As for trigger reduction, I wouldn't really say that. You usually have more triggers with a 0 Wait on, usually timers to replace normal waits.
QUOTE(Dark Reaper and Galactimus Zero @ Jan 23 2004, 10:30 PM)
So they don't? I took out alot of units already, and i want to make it even higher by removing doodads.
But I'm guessing that's a no...
Yes. It's the SC sprite limit, and some doodads are sprites, so removing them would help though. Though I think that only applied to the animated ones though...never really checked.
Doodads are terrain, not units. I think you should remove units, or use substitutes to replace "walls" and such.
I wasn't referring to the Hyper Trigger itself as crap, I was just using "crap" to refer to the fact that's, its, well, there and a thing. Err... ya...
I'm gonna check Staredit again. Although I do remember extremely rapid(though without hyper trigger) triggers, and it was a spawn(brings unit to location, create units at location) trigger. Just curious(not that I'm doubting the great Hyper Trigger): How?
Diplomacy maps use Doodads instead of Beacons to highlight control points; maybe you should do that to. Also cut down on the amount of buildings and defence, and instead either make buildings stronger or reduce build time of units or change in the economy so that you don't need so many units...
Would making heroes lower it anyway? Because I don't think it would...
.... ppl never use spawns... ever... god damnit

<_<
Are you saying NOT to use spawns or are you saying that people don't use spawns enough?
Because I see a lot of maps where units spawn, and almost all of mine have spawning as a big part of the AI.
Hmm, because the 1024 limit are for sprites, and doodads are sprite (some of 'em at least), I would imaging they would take up space. Anybody going to test this theory?
Even if you could get rid of the sprite limit, do you realise how bad the game lags near it? It's a joke, I don't know why idiots play games like BGH because it's bound to lag no matter what the players connections are because even a 2gig P4 with 512 ram will lag like hell.
Try making the game so there are as few units on the map at anyone time and it'll flow better.
My 256x256 RPG has only 560 units on it to start with, and on average wouldn't go past that. It's called creative spawning locations.
QUOTE(FireFly @ Jan 25 2004, 01:14 AM)
It's a joke, I don't know why idiots play games like BGH because it's bound to lag no matter what the players connections are because even a 2gig P4 with 512 ram will lag like hell.
Actually, that isn't the connection, that's the system specs. A Pentium II on T1 would work better then a Pentium 4 3.2 GHZ system on cable. And that doesn't even factor in the different connections bettween different ISPs.
As for BGH, it's just that there are a few types who play it:
N00bs - Self explanitory
Comp stompers - Most want to get "good" records
Backstabber - Hey! It's fun!
Misc - Basically those who just go on to do something really weird, like massing Dark Archons, or peons, or something like that.
But it all boils down to this: BGH and other money maps are laggy due to the massing involved. And because nobody else other than people who mass play BGH, it will always be laggy.
Classically, half the player drop within 5 minutes. The game then clear up and plays normally.
Like Firefly stated, there is no way of getting past that limit, and even if you did, the map wouldn't be very good on multiplayer since it would get too laggy. The limit was set there for a reason you know.
I've played it online with the limit and the game runned FINE. I use Pentium 4 2.6 ghz with a 56k connection. Nothing went wrong lag-wise. o_O
Anyways, I lowered the amount of BUILDINGS. It wasn't massive amounts of units.