| 11-24-2003, 04:52 AM | #1 |
title |
| 11-24-2003, 04:59 AM | #2 |
No, it just looks unorganized |
| 11-24-2003, 05:39 AM | #3 |
It depends on wether or not the triggers are efficient. If you have 10 triggers that can be simplified into 1, then you have too many. |
| 11-24-2003, 06:18 AM | #4 |
ok, i thought it lagged more if u had more triggers, even if they werent in effect |
| 11-24-2003, 06:28 AM | #5 |
It depends on if conditions are getting checked constantly or not. |
| 11-24-2003, 07:24 AM | #6 |
well......that would mean they would be in effect |
| 11-24-2003, 07:27 AM | #7 |
Then I would say no. |
| 11-24-2003, 08:06 AM | #8 |
Of course they affect. Everything affects it. A processor can only do a certain amount of calculations each second. The thing is, how many calculations you do at the same time. If you have multiple triggers that check for something complicated every instant, the game could lag for slower computers and less for better ones. A solution to that problem would be to only check every few seconds instead of every instant. Spread out the computer proccessing power. However, I doubt that triggers would cause lag with normal usage. Maybe if you check for 20+ things at the same time. This is just a guess though. You would have to run some tests to know the certain amount. Jeroen |
| 11-24-2003, 10:32 AM | #9 |
I write JASS scripts and I always use one GUI "trigger shell" to store others. It is very convenient for me. |
| 11-24-2003, 10:38 AM | #10 |
oh yes, i have a map whit ~250 triggers ( hear not much:ggani: ) and god damn, it need 10-15 seconds to place 1 one doodad, unit or edit terain emote_sweat, thats really pesky |
| 11-24-2003, 01:26 PM | #11 |
I seriously doubt that's the trigger's fault; they're not being run AT ALL in the editor. I have the same problem, but the map's 256x256, so the amount of doodads, units and terrain the memory has to keep track of bogs the placement of a new one. 10-15 seconds is a LONG wait (I wait maybe 4-5) - have you considered increasing your RAM? |
| 11-24-2003, 01:44 PM | #12 |
When one has many triggers, it doesn't (necessarly (sp?)) need to cost lag. One instance where it will cost tons of lag (ingame) is if you have lots of generic event checks like "unit enters playable map region" or "unit starts the effect of ability" etc. etc. etc. However, these can be optimized so they won't lag one bit, (recently done this myself, it works!) What I did was, I've checked the triggers that are needed for certain spells and skills and put "initially on" to off for ALL of them. Next I disabled all the events for these triggers (but, left them in place for reference at first). Then I made a new trigger, in JASS, which checks for hero's finishing training. (since only heros use any triggers at all in my map). The trigger turns on any of the other triggers that the trained hero needs, and also adds an event to each them, but where there use to be generic unit events, this trigger adds specific unit events (namely, specific to the newly trained hero), which get run ALLOT LESS. This saves both lag and memory usage, since when a certain hero isn't used in a game now, it's triggers won't get activated. (don't want to spam anymore lines here, but I'll post the code used for this if someone asks for it.) |
