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Staredit Network -> UMS Assistance -> Will a map causes lag in the game?
Report, edit, etc...Posted by hata711 on 2005-01-13 at 11:13:30
I was wondering if a map can causes lag in the game.
I've created a map and i tried by myself, it's smooth.
However, when i tried to play on public,
6 players and i feel my game is being lagged...
I tried two games, almost the same situation.
Is it my computer problem or map problem?
Report, edit, etc...Posted by chuiu on 2005-01-13 at 11:31:04
Yes. If you have a lot of ALWAYS triggers running on hyper (0 waits) then it will cause more lag than normal. Especially if it is like the map you showed me where you ALWAYS tell men to patrol from 1 location to the next when they are in certain location on the map.

You should take out always and check to see if men are in the location before you issue the order. That way it only runs when they are in the location. And it cuts down the lag.

You can do that with almost eny trigger. But some do need an always.
Report, edit, etc...Posted by PearS on 2005-01-13 at 12:28:17
Maps with tons of units lag my computer.
Report, edit, etc...Posted by Chill on 2005-01-13 at 12:31:03
Continual ordering a lot of units with hypers can create A LOT of lag. I played this mass game with hypers once and it sucked so bad; After the first 30 seconds 4 people laged out.
Report, edit, etc...Posted by ChaosRyder on 2005-01-13 at 13:22:10
There is alot of thigs that can cause lag. Some sprites can cause lag, lost of units moving can cause lag. Too much triggers executing at the same time can also cause lag, lige a huge bunch of Hyper triggers.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-13 at 18:19:26
Too many triggers exceuting do not cause lag until you get to unproportionately high numbers. We need a tutorial on "what causes lag"

Game Lag
Game lag is caused by anything that requires your computer to reference a file. Loading the map, unit creation, unit attacks, unit death, unit removal, that sort of thing causes your map to lag. Unit movement will also create a very small amount of lag. When these action occur a lot, or someone is running a poor Interent connection or has a slow computer, they will "lag"

Map Lag
Map lag is also called trigger lag. This is when parts of triggers are delayed in firing. Multiple "Always" triggers running and stacking waits are common causes of trigger lag.
Report, edit, etc...Posted by chuiu on 2005-01-14 at 01:12:22
Since you're the expert on it, why aren't you writing the "tutorial on what causes lag"?
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-15 at 00:11:34
That is sort of what that is. I can't add it (obviously) and I don't think i'm the best at writing tutorials.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-15 at 00:16:42
Whatever happened to that SaLa, tutorial keeper... I think we still need one ermm.gif

I thought Bolt said that massive amounts of triggers do not cause lag, even with hypers. Only physical changes, like units spawning or being destroyed.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-15 at 01:34:01
QUOTE(ChaosRyder @ Jan 13 2005, 12:22 PM)
There is alot of thigs that can cause lag. Some sprites can cause lag, lost of units moving can cause lag. Too much triggers executing at the same time can also cause lag, lige a huge bunch of Hyper triggers.
[right][snapback]124523[/snapback][/right]


Triggers fire one at a time, they can't fire at the same time.

QUOTE(LegacyWeapon @ Jan 14 2005, 11:16 PM)
Whatever happened to that SaLa, tutorial keeper... I think we still need one  ermm.gif

I thought Bolt said that massive amounts of triggers do not cause lag, even with hypers. Only physical changes, like units spawning or being destroyed.
[right][snapback]125567[/snapback][/right]


Yeah thats what i said, and thats what I continue to belive until someone proves me wrong. PS if waits caused lag then hyper triggers would lag the crap out of your map. And im talking about a map with NOTHING but hyper triggers. And if you did that you wouldn't even notice a change.

Same with multiple ALWAYS triggers. The condition doesn't mean censored.gif , I could have a condition require 20 switches to be set and have it fire every trigger round, and cause a censored.gif load of lag. Then at the same time i could create 20 triggers full of actions using 'always' as the condition that cause no lag. When talking about triggers causing lag the action is all that matters. The condition just gives you an idea of how often it happens.
Report, edit, etc...Posted by EdAi on 2005-01-15 at 02:21:39
it could be that in your case there was just a lagger each time, or it could've been unit amounts, or triggers, or sprites, or it could've been the size of the map altogether, if its 265X265 or w/e, and its filled with units(theoretically), and theres tons of triggers, odds are, its gonna lag
Report, edit, etc...Posted by MillenniumArmy on 2005-01-15 at 22:55:25
I had this lag issue with like a couple of my dodgeball tourney maps.
Report, edit, etc...Posted by MapUnprotector on 2005-01-15 at 23:01:03
QUOTE(MillenniumArmy @ Jan 15 2005, 11:55 PM)
I had this lag issue with like a couple of my dodgeball tourney maps.
[right][snapback]126177[/snapback][/right]


Yea I have this same problem with my 4 field fb tourney map, and I agree with what bolt said, it was confusing me before when people were saying don't use always it will cause lag with hypers and such. I was like wtf...
Report, edit, etc...Posted by Haemogod on 2005-01-16 at 06:56:28
QUOTE
I was wondering if a map can causes lag in the game.
I've created a map and i tried by myself, it's smooth.
However, when i tried to play on public,
6 players and i feel my game is being lagged...
I tried two games, almost the same situation.
Is it my computer problem or map problem?


I'd say 2 tests was not enough to be sure it wasnt one or more of the players.
Report, edit, etc...Posted by EdAi on 2005-01-16 at 23:18:32
yah, normally u should run tons of tests before u assume the map ITSELF lags
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