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Re: Speed diffrence on this functions?

Posted: Sat Apr 07, 2012 3:56 pm
by FaMoUs
Well I can easily resave with SetUnitX and attach it to post if you want.

Re: Speed diffrence on this functions?

Posted: Sat Apr 07, 2012 3:59 pm
by 3ICE
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.

Re: Speed diffrence on this functions?

Posted: Sat Apr 07, 2012 4:06 pm
by FaMoUs
I see glad you test it. Guess I'll keep using setunitx and y.