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.
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:
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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.