Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Scenario Design Questions > CBA Tasking issue
1 User(s) are reading this topic (in the past 30 minutes)
0 members, 1 guests
0 members, 1 guests
What's popular right now:
Word Association (51 users)
AoKTS updates (36 users)
CBA PathBlood 1.8.0 (27 users)
New Voobly Client 2.7 (24 users)
1.6 reward campaing (22 users)
Photos of Voobly Players (21 users)
TIW 2020 Map votes (20 users)
Most active threads in past week:
Restore Problem (12 posts)
Old VCOM/Tournament forums (7 posts)
Which AI can play DE Islands cus... (7 posts)
Can't launch AoM T (6 posts)
AOM Error "Unsupported Grap... (6 posts)
Please resume patch development ... (5 posts)
Cant join voobly to play = Direx... (4 posts)
(might be, i can't remember so well)
I altered the trigger that actually creates the units, and that is when they pause for a moment to what appears to be the next second and then move, giving an ugly delay..
Let's example:
you have 1000 triggers
triggers 100-200 move your units, and 600-900 spawns the units
The system starts running all triggers from 0 to end each second, checking all possible conditions and on/off, etc. While it already moved the units it just spawn later, so only can move it in "next turn". More triggers in the map (specially running triggers) and more game lag makes this "turn" more visible.
Possible solutions:
- make spawn+move into one trigger (not all time good idea, specially when you wanna make different moving locations)
- less triggers (sometimes you can't make less)
- make delay less by good trigger ordering (logical priority and less gasp between connected triggers)
- reduce running triggers as much as you can (turn off unused ones, less huge condition detection, etc)
Let's example:
you have 1000 triggers
triggers 100-200 move your units, and 600-900 spawns the units
The system starts running all triggers from 0 to end each second, checking all possible conditions and on/off, etc. While it already moved the units it just spawn later, so only can move it in "next turn". More triggers in the map (specially running triggers) and more game lag makes this "turn" more visible.
Possible solutions:
- make spawn+move into one trigger (not all time good idea, specially when you wanna make different moving locations)
- less triggers (sometimes you can't make less)
- make delay less by good trigger ordering (logical priority and less gasp between connected triggers)
- reduce running triggers as much as you can (turn off unused ones, less huge condition detection, etc)
Thanks for the reply Gallas that helps a lot.. The spawn triggers are all before the move triggers so that makes sense.. The new trigger I made though had the ID 3478 at the very end, you can't change the IDs it seem so I guess I'd have to remake the whole trigger list if I want to insert new triggers.
Gallas I hope you stick around mate your knowledge is invaluable, I'll need it again!
So for example mongols could have a secondary pop cap of 38 unique units all the way up to 200.. but at a slower spawn speed which would vary with each civ.
Now a quick question guys:
Is it possible to force reset a timer? So if you disactivate a trigger which is on a timer, it just pauses, it doesn't reset back to its original value of however many seconds..
I have a workaround but it involves multiplying the original unit spawn triggers by 7: 128 triggers x 7 = 1016 (Do you think this would be too much for the map to handle?)
Anyway if you check my map hardcore blood from the map pack i used this system. I hope this helps.
I had a look at my solution though and it doesn't seem to be too stressful as a lot of the new triggers don't have too many conditions and are deactivated a lot of the time