I edited the map a bit, placing the demon hunters on the ice right away so all 100 slid together in a big blob.
Edit: And the results are in. (FPS is a terrible way to measure trigger efficiency by the way.)
Original SetUnitX, SetUnitY, "stop":
64 fps, they split in two groups, one lagging behind the other by more than a second.
Removed "stop", kept SetUnitX, SetUnitY:
75 fps, they kept their original formation beautifully. (I prefer this.)
SetUnitPosition:
20 fps, they slide much slower, also split in two groups.
The two together, just for fun:
10 fps, also split in two groups
When they split in two groups it means players are able to grief each other by blocking their "allies" during sliding.
I hope I used the right version for my sliding system...
Edit 2: Phew! I did. No update necessary.
Edit 3:
3ICE wrote:Removed "stop", kept SetUnitX, SetUnitY: 75 fps, they kept their original formation beautifully. (I prefer this.)
I prefer this. Guess why that is? Yup, 3ICE's realistic sliding mode! It's my favorite:
Code: Select all
Q: I heard there was a cool realistic mode you invented!
A: Yes, remove the line "call IssueImmediateOrder(u,"stop")" from the "Slide" trigger and let the result amuse you.