In my map, I have a really huge trigger and I'm planning to make about 5 more of that size...
(When I say huge I mean incredibly humongous)
Basicly, there are like 45 HUGE If/Then/Elses within the trigger.
Would it be better to make 45 triggers to act in the same way instead? I mean would it increase editor or game speed once I'll have the whole bunch of em all at once?
Or should I start learn scripting? :P (sry lol I dont use it yet...)
@OverPoweredZeratul: Go
What does your trigger do? Unless you are hitting the trigger runtime limit, you probably don't need to break it up (unless it make sense to factor out common functionality into functions).
In my map, I have a really huge trigger and I'm planning to make about 5 more of that size...
(When I say huge I mean incredibly humongous)
Basicly, there are like 45 HUGE If/Then/Elses within the trigger.
Would it be better to make 45 triggers to act in the same way instead? I mean would it increase editor or game speed once I'll have the whole bunch of em all at once?
Or should I start learn scripting? :P (sry lol I dont use it yet...)
Sounds like that can be reduced to one fairly small trigger by using switch-case, arrays and loops.
I thought of it actualy and, unfortunately, I can't make it work that way.
EDIT: I just had an idea that could theoricly make it possible... I'l check out if I can do it that way.
@AzothHyjal:
Well do you know what's the trigger runtime limit? I would be curious to know...
But I was mostly just asking before finishing it to know if I'd be better to split it up
Also, the trigger is basicly a control for a dialog menu. The dialog is based around a dropdown menu, and this trigger modifies the values below it depending on the dropdown's selection. Unfortunately, what may cause the loop idea not work is that the dropdown selections sometimes need to hide some field or show some extra fields in the dialog. It could probably work without that, but I'll still see if I can work something out of it.
Mmm I'd say the limit is probably 512 thread at once. My old project would lag when I made it cast a behavior on over 256 units every second, and in the older version, units would do something after a period of that behavior with another trigger and it totoally destroys all of my functions from working.
In my map, I have a really huge trigger and I'm planning to make about 5 more of that size...
(When I say huge I mean incredibly humongous)
Basicly, there are like 45 HUGE If/Then/Elses within the trigger.
Would it be better to make 45 triggers to act in the same way instead? I mean would it increase editor or game speed once I'll have the whole bunch of em all at once?
Or should I start learn scripting? :P (sry lol I dont use it yet...)
@OverPoweredZeratul: Go What does your trigger do? Unless you are hitting the trigger runtime limit, you probably don't need to break it up (unless it make sense to factor out common functionality into functions).
Sounds like that can be reduced to one fairly small trigger by using switch-case, arrays and loops.
@Pfaeff:
I thought of it actualy and, unfortunately, I can't make it work that way.
EDIT: I just had an idea that could theoricly make it possible... I'l check out if I can do it that way.
@AzothHyjal:
Well do you know what's the trigger runtime limit? I would be curious to know...
But I was mostly just asking before finishing it to know if I'd be better to split it up
Also, the trigger is basicly a control for a dialog menu. The dialog is based around a dropdown menu, and this trigger modifies the values below it depending on the dropdown's selection. Unfortunately, what may cause the loop idea not work is that the dropdown selections sometimes need to hide some field or show some extra fields in the dialog. It could probably work without that, but I'll still see if I can work something out of it.
I'd have it split up into smaller triggers / actions for the purposes of troubleshooting, if anything else.
Long functions are a sign of "you're doing it rong"
Mmm I'd say the limit is probably 512 thread at once. My old project would lag when I made it cast a behavior on over 256 units every second, and in the older version, units would do something after a period of that behavior with another trigger and it totoally destroys all of my functions from working.
As a rule of thumb to prevent lag, use less events as possible
So you should always combine conditions in 1 trigger rather than make multiple trigger for them.
Also I remember someone else reported 420 thread at once, so the limit is around that