Custom Hero Arena Revolutions
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carefulibite
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PostSubject: In game unit score   In game unit score EmptyThu Sep 15, 2011 12:58 am

I don't know it might be neat knowing how many creeps you killed.
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Glorn2
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PostSubject: Re: In game unit score   In game unit score EmptyThu Sep 15, 2011 8:55 am

I have thought about this before; but the idea of having to update a scoreboard every time a creep is killed is pretty lag-tastic. Saving it to a variable and stuff wouldn't be difficult at all. In fact this is how simple it would be:

A unit dies
Unit is owned by neutral hostile
set UNITS_KILLED(Player number of (owner of killing unit)) to UNITS_KILLED(Player number of (owner of killing unit))+1

BAM, and it is saved.

The problem comes with presenting the information, and saving the variable every time a creep dies. CHA has wayyyy too much shit going on, and everything I add leads to possible game crashes for shitty players, and lag spikes for less shitty players, and many lag spikes for wrathbot.

If it were a -kills thing, it wouldnt be bad. But then only like, 1 outta 50 players would use it. and what would be the point of this? to announce "I carry my team" wouldnt that be shown in the fact that you have 3X their items from stats? to make it something actually viewable on a scoreboard (the less-asinine way to do it) would be toooooo laggy.
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PostSubject: Re: In game unit score   In game unit score EmptyThu Sep 15, 2011 9:36 am

If anyone wants to send me 2 gig sticks of ddr it will fix all the lag problems on wrathbot.Otherwise I did get a laptop but its also 10 years old and while I can beat someone to death with it.The laptop is not much better than my pc.
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PostSubject: Re: In game unit score   In game unit score EmptyThu Sep 15, 2011 5:29 pm

Wow I had no idea it could cause such problem. It makes sense now that I think about it. Blood Tourny is a good example of what your talking about. Players often lag or drop out as the blood points are being counted.
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Glorn2
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PostSubject: Re: In game unit score   In game unit score EmptyThu Sep 15, 2011 9:49 pm

Blood tourny is a pretty decent example. Generally, it is just "too much stuff happening at the same time" that can cause people to crash. CHA has a lot going at different times, so adding something that is constantly happening will make a lot of opportunity for crashing.

Blood tourny, when units die not only does it change the scoreboard, but it makes that obnoxious graphic (graphic leaks are the largest leaks) and it changes the variables. Combine this with the ~800 attack orders going on at all times, and the fact that the entire blood tourny system is run by an looping trigger that triggers every .2 seconds... and, well... it is set-up to be destroyed.
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