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Limits of WE?

03-20-2006, 07:02 AM#1
PerfectlyInsane
Limitation of WE

I'm looking at it.. I'm somewhat led to believe there is a maximum number of
Functions calls you can have

say when a "Unit begins casting an abillity.." I found problems when you go over 64 of them any new triggers of that type dont work.. Is this my imagination. I'm 100% sure the trigger is right. but the trigger simply doesnt happen?
03-20-2006, 07:09 AM#2
Anitarf
You mean, a limited number of triggers that will run on the same event?

I haven't experienced that yet, and I have many triggers like that in my arena... not sure if there's 64 of them, though.

In any event, this sort of limitation seems unlikely, it is possible you have some other error in your code.
03-20-2006, 07:40 AM#3
PerfectlyInsane
well accorrding to the Object Manager (this is an awesume feature of the WE) after I joined a few "A unit begins casting an ability" & "A unit begin channeling" I had 58 of them..

Anyway the trigger works. when joint

Its a very simple trigger.. heres the joined version.

Anyway when it was spit one trigger worked. the other trigger with the target unit changed didnt work for the other unit.

Trigger:
NettedUnitLargeUntouchable
Collapse Events
Unit - A unit Begins casting an ability
Collapse Conditions
(Ability being cast) Equal to Net
Collapse Or - Any (Conditions) are true
Collapse Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Large Spinosaurus
(Unit-type of (Target unit of ability being cast)) Equal to Adult Tyrannosaurus Rex
NetCoolDown[(Player number of (Triggering player))] Equal to False
Collapse Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: (The + ((Name of (Target unit of ability being cast)) + catches the net in its little front paw and hands it back to you. ))
Game - Display to (Player group((Owner of (Triggering unit)))) for 20.00 seconds the text: This net has no eff...
Unit - Order (Triggering unit) to Stop



The net is an item that gives the unit a net ability when it is in the inventory slot.
03-20-2006, 04:18 PM#4
Captain Griffen
Why would you have 64 of them? Isn't it more efficient to put them into one trigger?
03-21-2006, 08:14 AM#5
PerfectlyInsane
Well the triggers were added in over time. Originaly there was only 75 triggers.. so I didnt really care. now I am going over 350 so I need to compress them.



There is definately a bug with it.. and now I need to reduce this amount further..

I found that doing multiple units at once causes even more weird bug to happen.

for example if you select 10 units and use an abilty. A trigger that detects another abilty being triggered went off.. I was going wtf.... U basically need

BTW I think the number is 256.
03-21-2006, 08:22 AM#6
BBDino
Couldn't you consolidate these by using liberal numbers of branches?
03-26-2006, 02:05 AM#7
The)TideHunter(
256 is a reliable number, if anybody hasent noticed already, computers and code go off instances of 2, (2,4,8,16,32,64,128,256,512) windows 32, 128mb memory, burn speeds etc...
What im trying to say it computers normally use these kind of numbers, so 256 sounds good :D
03-30-2006, 05:20 AM#8
agamemnus
There are many limits. There is a thread execution size (time) limit that you have to be wary about.