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Staredit Network -> UMS Assistance -> Lag when walking on a borrowed unit following u
Report, edit, etc...Posted by lll on 2006-04-05 at 18:26:41
Hey ppl,

Ok for all the ppl that dont k what im talking about...

When you center a location on a unit, and you have a borrowed unit moving wherever the main unit is creates lag for that unit and the borrowed units under the main unit walking.

One other thing that you ppl should know, when walking over a computer borrowed unit creates lag. When the unit underground is changed to a neutral player lag does not occur while running over the borrowed unit.

For this reason I am trying to find a way that doesnt slow down the main unit at all. So the player can not detect lag in his main unit.

I have a protoss zelot and I want some infested terran to be underground following him. The infested terran have to be really close to the zelot without lag occuring with movment. Because enemy units will be attacking the infested terrain instead of the zelot.

Ok so I came up with this..
I was thinking of making a location in sf, and the location(location1) would be a little bigger then the size of the main unit. Using hypers, in the triggers, I would do:

when whateverplayer brings 0 zelots to location 1

center location1 on zelot for whatever player
and move all infested terrain anywhere to location1

The question is: Will this be enough so that no lag occurs?

I plan to test it out tomorrow or so,
But before I do I wanted to hear if anyone else was doing something similar...and what did you do to cope with the lag.

Thanks for anyideas,
Ocean
Report, edit, etc...Posted by Mp)MinigameEast on 2006-04-05 at 18:30:38
its still going to lag no matter what.

but test this one out.
create burrowed unit under zealot
wait 0
remove burrowed unit
preserve trigger

i dont know if it will still go threw the same speed. but once the burrowed unit is not under there it should walk normally.
Report, edit, etc...Posted by The_Shattered_moose on 2006-04-05 at 18:49:18
If you decrease the frequency of teleporting the burrowed unit right below the other unit, then the slowdown effect will be diminished, however, there isn't any way to eliminate it altogether.
Report, edit, etc...Posted by JaFF on 2006-04-06 at 06:49:41
i see you'r trying to make the infected terrans like the zealot's HP, & when the inf.terrans get all kileld your zealot's life is zero & he dies.

you can hold a fiew inf. terrans under him instead of holding a lot & when the inf.terrans get kileld create new ones, so there will allways be the same amount of inf. terrans & just keep your zealot's life in a deathcounter.

3 burrowed units arent that bad for the main unit's speed, unless you want it perfect.

if it still annoys you try to increase games speed to 2x speed pinch.gif
Report, edit, etc...Posted by AgenT_Nick on 2006-04-06 at 08:25:03
do this.
make a 2x2 location follow your hero dude.
then this trigger.
Trigger
Players:
¤ current player
Conditions:
¤ bring exactly 0 lurker to "2x2"
Actions:
¤ teleport lurker from anywhere to 2x2.
¤ pressurve trigger.

that should work. it worked from me
Report, edit, etc...Posted by Urmom(U) on 2006-04-06 at 17:50:08
That still lags a little bit but not as much. There is no way to stop the lag, you can just reduce it.
Report, edit, etc...Posted by Zeratul_101 on 2006-04-06 at 23:12:28
this is for the virtual hp system right?

if so, consider only moving the infested terran when it needs to be used. this might ruin surprise attacks, but try putting several locations on the main unit. each location should be just big enough to detect when a particular enemy unit is in range. the burrowed unit should be created only when that particular unit is in its particular location. of course, every unit would need its own location
Report, edit, etc...Posted by Mp)MinigameEast on 2006-04-07 at 18:03:04
i think i got it to almost perfect but with no lag.
requires hyper triggers. about 3 copies of it

•make location 0x0
•player brings exactly 0 zealot at location 1
•move all burrowed infested terrain from anywhere to location 1
•wait (start from 150 and work you way down until you see a little lag and then stop from there)
•preserve trigger
Report, edit, etc...Posted by M_s4 on 2006-04-07 at 19:54:57
It would be helpful if we knew exactly why we needed you needed this if you DO NOT want to slow the unit down, because the burrowed unit under main unit technique's whole point is kinda to make the slowy effect. Nonetheless, I think you are trying to make it so that the infested terran like unburrow to make a trap or something. Or maybe I'm wrong. If that is the case only move the infested under the main unit when it triggers the trap, instead just everytime. Unburrow it.

Edit: What minigameast is doing, that only sacrifices unit lag for infested movement to under main unit rapidity or vice versa until you can find it perfect. But unless your game is amazing fast paced, (such as 1/10 of a second could mean difference of a death or live) that won't work. Odds are you won't require that much accuracy though.
Report, edit, etc...Posted by Mp)MinigameEast on 2006-04-08 at 19:44:27
thats what he wants. he wants to make it so that the enemys would shoot the infested terryn instead of the zealot. also he doesnt want the zealot to be slow at the same time.

it looks like the enemy is shooting at the zealot but not quite. i think this is called the new life point setting. like heart life from zelda
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