| Sheep Tag ReVoLuTiOn 7.2.0M | |
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+4CHIEFHERO[SKS] TraxxWOLF ROMaNiTiEZ Madhatters 8 posters |
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Madhatters Admin
Posts : 149 Join date : 2011-10-11
| Subject: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 2:48 am | |
| http://www.epicwar.com/maps/191825/>Stacks can no longer be built if an invisible wolf isnt in sight. >Lag better be fixed or imma be real angry. >Glitch involving the last player on a team leaving, but not being removed from the game fixed. >Neck/Invul now actually protect against frost farms. >Added the number of players in each team to the leaderboard. As always, reply with any glitches you find. | |
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ROMaNiTiEZ
Posts : 25 Join date : 2011-12-05
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 8:15 am | |
| If we get the recent versions on the bots and have some mass games. We could kind of. "Stress test" the map to see if it's capable of being played at the moment? It would allow us to see if there are any more errors. | |
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TraxxWOLF
Posts : 138 Join date : 2011-11-09
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 1:53 pm | |
| - Madhatters wrote:
- http://www.epicwar.com/maps/191825/
>Stacks can no longer be built if an invisible wolf isnt in sight. >Lag better be fixed or imma be real angry. >Glitch involving the last player on a team leaving, but not being removed from the game fixed. >Neck/Invul now actually protect against frost farms. >Added the number of players in each team to the leaderboard.
As always, reply with any glitches you find. Maybe no glitches but ideas: *I think we should remake the water blue. What extreme nerd wanted it blood-red? *When making switch mode spirits instantly shows up in pen? Shouldnt that be a mode? *When making switch mode 1on1 wolf gets claw+boots+gloves, that should just be in mass 1on1 (who would do that anyway...) *Still choppy when many farms. For me and plenty other in game where we tested | |
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CHIEFHERO[SKS]
Posts : 280 Join date : 2011-10-07
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 2:02 pm | |
| make new colour on the water with every version. next => pink, green, teal, and so on. that would be some NICE shit | |
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Runey
Posts : 14 Join date : 2011-11-09
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 2:15 pm | |
| Sounds like someone has a memory leak in his "x" script ^^
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NoMapgrid Admin
Posts : 393 Join date : 2011-10-02 Location : Germany
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 2:41 pm | |
| If i press ''D'' as sheep and im invis, it stops being invis. Fix that.
Still some lags. ): | |
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XXXandBEER
Posts : 177 Join date : 2011-10-06
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 3:56 pm | |
| - Runey wrote:
- Sounds like someone has a memory leak in his "x" script ^^
I was just about to suggest that to madhatters Gj runey xD. Yeah mad re check your x script the farms may still be in the array data even though they are gone. Which is why in 1way you dont see the lag because theres not nearly as much massing! | |
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Madhatters Admin
Posts : 149 Join date : 2011-10-11
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 4:20 pm | |
| lol who uses arrays for X? I use custom value. | |
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XXXandBEER
Posts : 177 Join date : 2011-10-06
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 5:24 pm | |
| Custom Values could be it to possibly depends on how u made it | |
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Madhatters Admin
Posts : 149 Join date : 2011-10-11
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 6:19 pm | |
| Basically there are 3 triggers:
1: The farm is built, the farm's custom value gets set to the number of farms owned by the sheep
2: The X ability is used, a farm with the custom value the same as the sheep's farm count is removed
3: A farm dies, every farm with a higher custom value has its custom value lowered by one
The third one is the only one that i could see causing any lag at all, but I highly doubt it.
Actuallly beer, do you know if the "count structures owned by player" leaks? | |
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XXXandBEER
Posts : 177 Join date : 2011-10-06
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 6:57 pm | |
| Not sure if it leaks, can you get on east right now? I'll help you test map try disabling that trigger for now. And will see if making a shit ton farms still causes lag. It could be #3 thats a lot of data changing every time a farm dies when 6 sheep are playing | |
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Chakra
Posts : 99 Join date : 2011-11-28 Age : 39
| Subject: Re: Sheep Tag ReVoLuTiOn 7.2.0M Thu Dec 08, 2011 8:07 pm | |
| Turds. - Code:
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native GetBuilding takes player p returns unit
function Trig_sheepDestroyLastFarm_Actions takes nothing returns nothing if GetSpellAbilityId() == 'apples' then call KillUnit(GetBuilding(GetOwningPlayer(GetTriggerUnit()))) endif endfunction
//=========================================================================== function InitTrig_sheepDestroyLastFarm takes nothing returns nothing local trigger t = CreateTrigger() call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_CAST) call TriggerAddAction(t, function Trig_sheepDestroyLastFarm_Actions) endfunction - Quote :
- Actuallly beer, do you know if the "count structures owned by player" leaks?
It doesn't. | |
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