A TON of events on one trigger, or a ton of triggers with one event each? Or something in between?
The way I have my map working now is there is one trigger, and "unit enters region" events are added to it during the game... it's a bit slow as it can get up to at least 160 events. And I'm just 1 player testing it now... when there's 12 players in the game playing for real... WWWWHHHHEEEEEWWWWW....
The actions dont take that long. The events require it to constantly check though. So thats why when you use key pressed as an event, your map lags. Because it has to CONSTANTLY check every time you press any key. So I'd say 1 trigger. But probably it wont make a big difference either way.
Crap... well I need to look at what I did in warcraft 3 then... because it didn't lag in that one, but it does here... though it's doing a bit more here...
Basically, It's a TD where the player has to make a path leading from one point to the next, BUT this path can have dead ends. The critters running along the path don't know how to get to the end, so rather than running through the whole thing, they simply turn a random direction (or keep heading straight) at each junction, doubling back only when they reach a dead end. What I'm doing is letting the player draw out the pavement (it's a 15x10 grid of 2x2 panels) then they click a button which "solidifies" the pavement, which prevents further changes and adds one "unit enters region" event to a trigger for every single pavement square.
I do have a few function calls in the big trigger though... would it speed things up if I simply did everything in that one trigger rather than try to use calls to my own custom functions? I made them just for ease of coding... but now it seems I need to do whatever is fastest.
Also, is there a distinct advantage to using global variables instead of local variables? It's mostly just ints, but there's an array in there somewhere (a tiny one). Would it make a difference to use global variables and just zero them out in the first few lines of code in the trigger, or is it just as fast to re-declare new variables every time the trigger is run?
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A TON of events on one trigger, or a ton of triggers with one event each? Or something in between?
The way I have my map working now is there is one trigger, and "unit enters region" events are added to it during the game... it's a bit slow as it can get up to at least 160 events. And I'm just 1 player testing it now... when there's 12 players in the game playing for real... WWWWHHHHEEEEEWWWWW....
one trigger for sure.
think about it for a second. one unit enters region and it checks through one trigger, rather than 160 triggers
The actions dont take that long. The events require it to constantly check though. So thats why when you use key pressed as an event, your map lags. Because it has to CONSTANTLY check every time you press any key. So I'd say 1 trigger. But probably it wont make a big difference either way.
Crap... well I need to look at what I did in warcraft 3 then... because it didn't lag in that one, but it does here... though it's doing a bit more here...
Basically, It's a TD where the player has to make a path leading from one point to the next, BUT this path can have dead ends. The critters running along the path don't know how to get to the end, so rather than running through the whole thing, they simply turn a random direction (or keep heading straight) at each junction, doubling back only when they reach a dead end. What I'm doing is letting the player draw out the pavement (it's a 15x10 grid of 2x2 panels) then they click a button which "solidifies" the pavement, which prevents further changes and adds one "unit enters region" event to a trigger for every single pavement square.
I do have a few function calls in the big trigger though... would it speed things up if I simply did everything in that one trigger rather than try to use calls to my own custom functions? I made them just for ease of coding... but now it seems I need to do whatever is fastest.
Also, is there a distinct advantage to using global variables instead of local variables? It's mostly just ints, but there's an array in there somewhere (a tiny one). Would it make a difference to use global variables and just zero them out in the first few lines of code in the trigger, or is it just as fast to re-declare new variables every time the trigger is run?