| 01-08-2006, 05:34 AM | #1 |
Is there a limit to how many events you can have in one trigger? I used WEU and added 1600 events to a trigger but they don't seem to work sometimes. The first few work pretty fast but like after 200-300 it doesn't work all the time. |
| 01-08-2006, 05:51 AM | #2 |
What are you doing that requires that many events? |
| 01-08-2006, 06:16 AM | #3 |
The inconsistant/non-working events are probably happening because of the load that you're putting on the wc3 engine. There aren't any physical limits that I am aware of, but there are practical limits, as you demonstrated. I think I remember reading somewhere that there is a maximum length for a single trigger, so maybe there are physical limits. Not really sure on any of this, just putting my opinion out there. |
| 01-08-2006, 03:30 PM | #4 |
te breakdown of te events would probobly be caused by te fact that you are using an insane ammount of events within one map. I dont think it would be a single-trigger related issue, but te issue of a global limit of the engine. (most likely caused by hardware, but possibly caused by code that just isnt made to handel that much) |
| 01-08-2006, 06:07 PM | #5 | |
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I'm using trackables. What about spliting up the events into like 80 different triggers. Do you think there will be any improvement? |
| 01-08-2006, 06:15 PM | #6 | |
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you could try. it al ldepends on where te issue is. (ardware, general engine limit, specific trigger limit) |
| 01-08-2006, 08:18 PM | #7 | |
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I personly think it may just be that since there are so many events in one trigger that everytime the event fires it needs to check a list of 1600 events. lol. BTW is there a event to detect generic trabkables? Like if any trackable is fired it only takes one event. |
| 01-08-2006, 08:25 PM | #8 |
The initialization thread might also hang up because of the call limit before all events are registered. Try if it helps to scatter some waits in your initialization code. |
| 01-08-2006, 08:43 PM | #9 |
It also might be reaching the thread limit. Trying splitting it up, or use executefunc or something. |
| 01-08-2006, 09:34 PM | #10 |
I actually think that could be caused by the initialization thread crashing, if you initialize big arrays and have many triggers / events to register (I mean many) the main initialization thread might crash == halt , before finishing. the way to fix is to for example use triggers to initialize the big arrays / add the events. I doubt you were able to manualy add enough events to make a trigger crash so it is most likelly the arrays |
| 01-09-2006, 04:15 AM | #11 | |
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I already use waits. I'm using a 0.10sec wait for every 40 events. Sorry Vexorian but you've lost me on that one. |
| 01-09-2006, 01:56 PM | #12 |
doesn't matter , if you are already adding the events manually and using waits, it shouldn't happen I think you might have hit the limit, or it could be some little thing. Mind attaching the map here? |
| 01-09-2006, 03:14 PM | #13 |
is this going to apply to triggers where you add something like "Add event ((Last created unit) takes damage) to (trigger)"? |
| 01-09-2006, 03:31 PM | #14 |
I'd first have to confirm if it was the cause |
| 01-09-2006, 04:18 PM | #15 |
Ok, here's the map. If you need to know anything about it just ask. The map makes 1600 trackables around the map and gives each one a event. One a person click the mouse the camera will move/rotate the camera from the view of a footman. BTW it doesn't work right yet as you'll notice. Oh and please no one steal this. |
