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Basic Condition Question
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Apr 23 2009, 1:10 am
By: Pinky  

Apr 23 2009, 1:10 am Pinky Post #1



Say I have two players. What is the difference between:

Players 1
Players 2
CON
ACT

Players 1
CON
ACT

Players 2
CON
ACT



None.

Apr 23 2009, 1:25 am samsizzle Post #2



The difference between player 1 and 2 is that they are different players...



None.

Apr 23 2009, 1:33 am xYoshix Post #3



Wrong Section..?

I don't think there's a difference between them. The second one just takes more time xD



None.

Apr 23 2009, 2:40 am NudeRaider Post #4

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

This is acutally a PLAYER question, as you haven't changed the condition, but the trigger owner.

To understand the difference, or more accurately the lack thereof, it helps to know what starcraft does with triggers:
When you give a trigger to a force or multiple players starcraft creates a copy of the trigger for everyone that is included. The same applies if you tick the players individually.
So if you seperate the players and create a copy for each of them or starcraft during runtime makes no difference whatsoever.
But it probably helps organizing things when you let starcraft do the seperation. ;)




Apr 23 2009, 5:02 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Triggers run like this:
SC looks through all the triggers, and runs all triggers which have a check in player 1, or a check in the force player 1 is in in the order the triggers are. Then it continues and runs player 2 triggers in the same manner. This continues to player 8. All of these triggers complete in one frame, no matter what. If your computer is not fast enough to compute everything, it will lag, I presume.

In short, player 1 will always run before player 2.

By having two triggers which do the same thing, owned by 2 players, you are essentially adding 2400 bytes to the map (before compression). That is the only noticeable difference in Starcraft. In the editor, the two triggers won't be linked, whereas the singled trigger will be.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 23 2009, 5:18 am Pr0nogo Post #6



Yeah what the above guy said.

Also...

EXAMPLE:

Code
Players: Player 1 ; Player 2.
Conditions: Player 1 Commands at least 3 Terran Marines.
Actions: Create 5 Terran Marines at "Create Marines" for Player 2.


Result: Both Player 1 and Player 2 gain 5 Terran Marines.

Now, try this.

Code
Players: Player 2.
Conditions: Player 1 commands at least 3 Terran Marine.
Actions: Create 5 Terran Marines at "Create Marines" for player 2.



Result: Player 2 gains 5 Terran Marines.

- - - - - -

Hope that helped some. It's a weird thing that always pissed me off... :><:




Apr 23 2009, 5:27 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

I don't think so Tim.

Code
Players: Player 1 ; Player 2.
Conditions: Player 1 Commands at least 3 Terran Marines.
Actions: Create 5 Terran Marines at "Create Marines" for Player 2.

Player 2 gets 10 marines when player 1 has 3 marines, but only if there is a preserve trigger. (oh crap, there's another thing. If player 1 runs this trigger first, does it let player 2 run it when there is no preserve?)

Code
Players: Player 2.
Conditions: Player 1 commands at least 3 Terran Marine.
Actions: Create 5 Terran Marines at "Create Marines" for player 2.

Player 2 gets 5 marines when player 1 has 3 marines



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 23 2009, 5:34 am Vrael Post #8



"(oh crap, there's another thing. If player 1 runs this trigger first, does it let player 2 run it when there is no preserve?)"

Yes (but only once, without the preserve), it essentially creates its own copy for each player. Each copy will run independantly (so long as the actions of the trigger for p1 don't invalidate the conditions of the trigger for p2). Same thing happens if you put a check mark on the force name instead of just the player.



None.

Apr 23 2009, 11:50 am NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

All these "explanations" tend to overcomplicate things. Especially when they generate new questions.

All you need to know is that StarCraft creates a copy for each and every ticked player (or the members of a player group) and runs them independently.

Everything else can be derived with basic logic when you know Sc checks triggers player by player. (All of P1 first, then P2, etc. which is not the order in the trigger list.)

:lock: to prevent more confusion.




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