Alright, my map doesn't lag at the initialization, but it starts to lag later, and if you leave it on for awhile, it spikes lag like crazy. I have every trigger disabled until it is needed. I have removed all unwanted units & disposed of all corpses. I have very few triggers that constantly run. I just dont get how my map is lagging... Are there other ways to reduce lag?
Then that's probably because of that few triggers that are running. A lot of triggers doesn't cause of a lot of lagg. It causes if there's multipe, how can I say, actions, being made for many different players.
I just took a look at skibi td, and blizzard nullifies/destroys everything... To bad i dont know any jass to do it >.>.
I have a trigger that runs x.xx (.50sec/run). I have very few triggers that are always on. I think my problem is memory leaks... But i just dont know any jass to nulify/destroy things...
Is there any trigger that create many units or special effect? If you create a unit via. trigger, it create a location, and it leak.
Unit - Create 1 Footman for Player 1 (Red) at (Center of Spawn Point <gen>) facing Default building facing degrees
This leak. Then do this:
Set MemoryLeaks_TempPoint = (Center of Spawn Point <gen>) Unit - Create 1 Footman for Player 1 (Red) at MemoryLeaks_TempPoint facing Default building facing degrees Custom script: call RemoveLocation( udg_MemoryLeaks_TempPoint )
Groups also leak too. In fact everything but reals and integers and units(well usually) leak. But the two main ones that leak alot are groups and locations. To destroy a group, use the same method for destroying locations as described by -=Emergenzy=- but only using groups and using this line to clean up the group.