If then Else wont work, there are about 30 units that need to do specific actions and 8 different players they need to apply to. Setting them to if then else would either be one massive trigger full of 240 if then elses, or 8 triggers with 30 if then elses or whatever.
Or if I set the if then else to each trigger individually, the trigger doesnt fail, but it still runs it every time "any unit enters region x", it just runs no actions if it doesnt meet the conditions, this still creates lag (although wont create any popup errors from failed trigger flooding)
Damnit blizzard really made a stupid way of making these triggers work, why couldnt they just have a "Unit Type" function for an event, why does it HAVE to be either "Any unit" or "Unit from Unit Group" then having to have conditions that will always cause the game to fail them whenever conditions arent met.
Why cant it be like SC1, where when the 'marine' enters the region, it does the action, not when 'any unit' enters the region, check if its a marine, its not a marine, fail the trigger, create lag, piss people off...
Quote from Paranoiks:
Failed triggers?!?!? This must work when a marine enters map and if it is not marine it won't do anything
Gimme map and I can help u.
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Yes failed triggers, if the event is set to "Any Unit enters region x", and there is a condition that states the specific unit, the map will run the trigger every time "Any unit enters region x", then check if the conditions apply, if they dont, the trigger fails.
This doesnt cause much of a problem by itself, and is virtually unnoticeable, but when stacked with hundreds of "Any Unit" event triggers with specific conditions, then you get an endless stream of failing triggers which generates lag.
If you run your map in window mode with the the debugger window you'll see all your triggers, how many times they're run and how many times they fail. Anytime something happens which triggers an event "Any unit enters region", it will begin to run the trigger, then check the conditions, if they dont meet, the trigger is listed as a fail. For example, the condition is set to = marine, but lets say a zergling enters region x, the maps identifies that an "Any unit" just entered region x, now it checks if it meets the "is = to marine" condition... no it doesnt, trigger is listed as a fail. When these triggers are stacks too often, errors appear in game - also these are the reasons why most maps have that 5-10 seconds of lag during start up, because the map places all the starting units in the game, then checks the hundreds of units to see if they meet conditions, then fails them all at once (run one of these maps with the debugger and you'll understand).
I know this is how most people have been doing it, because its the most simple way of doing it, but on larger maps, its very inefficient and contributes a good chunk of lag. I know that the more advanced mappers have found workarounds so the trigger is run when a specific event happens, so the game doesnt constantly check and fail the trigger. I'm just hoping someone can give me some kinda alternate to "any unit" events with conditions.
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@DaFunk86:
If then Else wont work, there are about 30 units that need to do specific actions and 8 different players they need to apply to. Setting them to if then else would either be one massive trigger full of 240 if then elses, or 8 triggers with 30 if then elses or whatever.
Or if I set the if then else to each trigger individually, the trigger doesnt fail, but it still runs it every time "any unit enters region x", it just runs no actions if it doesnt meet the conditions, this still creates lag (although wont create any popup errors from failed trigger flooding)
Damnit blizzard really made a stupid way of making these triggers work, why couldnt they just have a "Unit Type" function for an event, why does it HAVE to be either "Any unit" or "Unit from Unit Group" then having to have conditions that will always cause the game to fail them whenever conditions arent met.
Why cant it be like SC1, where when the 'marine' enters the region, it does the action, not when 'any unit' enters the region, check if its a marine, its not a marine, fail the trigger, create lag, piss people off...
0
Quote from Paranoiks:
Failed triggers?!?!? This must work when a marine enters map and if it is not marine it won't do anything
Gimme map and I can help u.
----
Yes failed triggers, if the event is set to "Any Unit enters region x", and there is a condition that states the specific unit, the map will run the trigger every time "Any unit enters region x", then check if the conditions apply, if they dont, the trigger fails.
This doesnt cause much of a problem by itself, and is virtually unnoticeable, but when stacked with hundreds of "Any Unit" event triggers with specific conditions, then you get an endless stream of failing triggers which generates lag.
If you run your map in window mode with the the debugger window you'll see all your triggers, how many times they're run and how many times they fail. Anytime something happens which triggers an event "Any unit enters region", it will begin to run the trigger, then check the conditions, if they dont meet, the trigger is listed as a fail. For example, the condition is set to = marine, but lets say a zergling enters region x, the maps identifies that an "Any unit" just entered region x, now it checks if it meets the "is = to marine" condition... no it doesnt, trigger is listed as a fail. When these triggers are stacks too often, errors appear in game - also these are the reasons why most maps have that 5-10 seconds of lag during start up, because the map places all the starting units in the game, then checks the hundreds of units to see if they meet conditions, then fails them all at once (run one of these maps with the debugger and you'll understand).
I know this is how most people have been doing it, because its the most simple way of doing it, but on larger maps, its very inefficient and contributes a good chunk of lag. I know that the more advanced mappers have found workarounds so the trigger is run when a specific event happens, so the game doesnt constantly check and fail the trigger. I'm just hoping someone can give me some kinda alternate to "any unit" events with conditions.