| 06-25-2003, 10:31 PM | #1 |
Hey guys, I using custom spells in a map i'm making and customizing and adding to them using triggers. The problem is, for every "Event" I use to set off the trigger, I have to copy it 7 times, 1 for each player in the game, since they all can choose that hero and potentially use that spell. This method works but I'm afraid having so many events in my trigger will make my map bigger and therefore slower. Is there any way to just target every player in the map? Thanx |
| 06-25-2003, 10:39 PM | #2 |
you could probably use player arrays and if/then/else actions. that would take a lot of copy and paste too tho |
| 06-25-2003, 10:53 PM | #3 |
yeah and Im trying yo use the least amount of space possible, I am doing this right now Event: "A unit owned by player 1 issues an order targeting a point" "A unit owned by player 2 issues an order targeting a point" "A unit owned by player 3 issues an order targeting a point" "A unit owned by player 4 issues an order targeting a point" ... I want to do something like this: "A unit owned by (any player) issues an order targeting a point" anyone know how to do this?? |
| 06-26-2003, 12:51 AM | #4 |
You'll ahve to make a separate trigger someplace else that states something on the lines of a Player Group... Then you'd have to add each player in that group manually... So It's all work anyways... Events won't really slow things down either.. Since they are only triggered when it actually happens.. Not every second. |
| 06-26-2003, 02:53 AM | #5 |
You have to list the players seporatly. However you can put that whole list in one trigger. You dont need seporate triggers for each player. A trigger may have more than one event. It will fire when any of those events happen. All conditions must be met however. Playamarz is right. A few occasional triggers will not cause lag. We use hundreds of triggers in our maps. It just depends on what the triggers do as to weather or not it will cause lag. Picking lots of units at once is one example. Create unit is another lag maker. You may run into a lot of other problems with a trigger like that tho. Issued orders have no range and some other odd things about them you might have to deal with. Like if you have a wait command it will lose the target. Ie: You wont be able to call out (return) the target in a trigger after a wait command. Here is a thread that might be useful... http://www.wc3campaigns.com/forums/s...threadid=16741 Take a look in the tutorial section too. There are some about doing things like this. While your there read all you can find about triggering. |
| 06-26-2003, 06:56 AM | #6 |
i haven't check on this but isn't there a unit is issued order trigger? |
| 06-26-2003, 05:56 PM | #7 |
thanx guys that helped alot, I thought just having alot of events could lag a trigger, now I know what to look out for with lag. Very much appreciated |
