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Staredit Network -> UMS Assistance -> Move Location in Excess
Report, edit, etc...Posted by Desperado on 2006-08-26 at 17:30:20
Does anyone have any idea if using the Move Location action in excess is capable of causing lag? For example, using it 13,068 times per second.
Report, edit, etc...Posted by PCFredZ on 2006-08-26 at 17:32:28
[Raises hand] I do.

To answer the question you didn't ask, 13,068 times sounds like a lot, but there's nothing to make computers lag from it.

However, if you're moving a location to follow a unit and having, say, burrowed zerglings move to that location, then the unit being followed will be slowed.
Report, edit, etc...Posted by Desperado on 2006-08-26 at 17:38:26
QUOTE
To answer the question you didn't ask, 13,068 times sounds like a lot, but there's nothing to make computers lag from it.

Is that statement based on expierence with the Move Location action, or simply an assumption of SCs capabilities eight years after the fact? Some actions are capable of causing tremendous lag, such as the Give Units action. Using the "one location" technique on one hundred and fifty units in groups of six over the course of 1.5 seconds causes lag.
Report, edit, etc...Posted by dumbducky on 2006-08-26 at 17:54:52
Having a unit constantly being teleported to one location will cause the unit to move slowly. It doesn't really cause lag.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 18:03:16
Locations are just a few coordinate numbers stored in memory. Changing numbers isn't too taxing.
Report, edit, etc...Posted by Desperado on 2006-08-26 at 18:28:42
QUOTE
Locations are just a few coordinate numbers stored in memory. Changing numbers isn't too taxing.

Everything is just numbers in memory. Still, it's not so simple. The Move Location action requires the Engine to find a specified unit at a location, and depending on the size of that location it could be a rather difficult task. Hopefully I'm not wasting my time redoing all my triggers under the assumption that this will not cause lag.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 18:35:43
Searching for the first matching unit within a coordinate range (a location) isn't too processor intensive. Unless blizzard was lazy with their coding or something.
Report, edit, etc...Posted by Desperado on 2006-08-26 at 18:40:38
QUOTE
Searching for the first matching unit within a coordinate range (a location) isn't too processor intensive. Unless blizzard was lazy with their coding or something.

I'm almost done. These triggers will be more intensive based on the number of people in the game. I need to find some extremely trustworthy people to help test this. Testing this involves entering the game, and exclaiming "Holy crap, worst lag ever" or if I am very lucky "Hm, seems fine to me."
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 18:45:26
Yeah, lag can ruin your map if you're not careful. You'll need to do a sample of tests to determine if it lags badly or not.
Report, edit, etc...Posted by PCFredZ on 2006-08-26 at 18:53:31
13k could also be when you'd want to consider making your map more efficient by, oh, 99%.
Report, edit, etc...Posted by CheeZe on 2006-08-26 at 18:56:19
I'm just wondering, why would you ever need to move a location 13000 times in a second? Unless that was just a hyperbole which made me go crazy. sad.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 19:01:34
Well if you have a 1000 triggers moving a location 13 times each...

But yeah, that's almost guaranteed to lag if all of them are going to be running at once. Might want to work out a better system than that. tongue.gif
Report, edit, etc...Posted by Desperado on 2006-08-26 at 19:02:57
QUOTE
13k could also be when you'd want to consider making your map more efficient by, oh, 99%.

Could also be what? Huh?

QUOTE
Yeah, lag can ruin your map if you're not careful. You'll need to do a sample of tests to determine if it lags badly or not.

Okay I have finished, and tested the new triggers with one player. There is no lag whatsoever. I want to test this with at least four people. I need people who I can trust to come on Bnet. Tux..? tongue.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 19:05:24
I'll get on, but I might have to leave soon. East, right?
Report, edit, etc...Posted by Desperado on 2006-08-26 at 19:07:52
Yes. Op SEN.

ADDITION:
Give me a second to undo that ban. I didn't realize you had your account back.
Report, edit, etc...Posted by Tuxedo Templar on 2006-08-26 at 19:08:27
Yeah I was just gonna say. :/
Report, edit, etc...Posted by Desperado on 2006-08-26 at 19:08:55
Oh wait I screwed up SEN's bot so I can't access it. Or he removed me for screwing with it. Come to Op Dyne.
Report, edit, etc...Posted by dumbducky on 2006-08-26 at 19:14:47
I'll help. I'm trustworthy, right?
Report, edit, etc...Posted by Desperado on 2006-08-26 at 19:21:43
Well, it seems that with four people in the game, meaning that the Move Location action is being run 8,712 times per second, there is very noticeable lag. That is, "slow down," since map slow down is different from lag. Feels different.
Report, edit, etc...Posted by PCFredZ on 2006-08-26 at 19:54:19
QUOTE(Desperado @ Aug 26 2006, 07:02 PM)
QUOTE
13k could also be when you'd want to consider making your map more efficient by, oh, 99%.

Could also be what? Huh?
[right][snapback]551372[/snapback][/right]

Rephrased in English, "when you would want to consider making your map more efficient by, say, 99%."

QUOTE(Desperado @ Aug 26 2006, 07:21 PM)
Well, it seems that with four people in the game, meaning that the Move Location action is being run 8,712 times per second, there is very noticeable lag. That is, "slow down," since map slow down is different from lag. Feels different.
[right][snapback]551394[/snapback][/right]

Try running any trigger 8712 times/second with Preserves.
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