Here's what we had so far:
Quote from name:Azrael.Wrath
Quote from rockz
*Use death counters instead of waits.
*Do not comment triggers
*Do not comment triggers
Quote from Ultraviolet
There's nothing wrong with commenting triggers. If I have the strings to spare, I always give my triggers 1-2 word comments. It makes the trigger list look prettier and it's easier to navigate like that. When short on strings, it's always an option to comment the first in a series of triggers, then leave the rest blank. If I want to look at the triggers, I'll go to the text trigger editor.
Quote from name:Azrael.Wrath
Quote from Ultraviolet
There's nothing wrong with commenting triggers.
Quote from Ultraviolet
If I have the strings to spare, I always give my triggers 1-2 word comments.
Quote from Ultraviolet
It makes the trigger list look prettier and it's easier to navigate like that.
Quote from Ultraviolet
When short on strings, it's always an option to comment the first in a series of triggers, then leave the rest blank.
Quote from Ultraviolet
If I want to look at the triggers, I'll go to the text trigger editor.
People comment all their triggers, then post "OMG I CANT FIGURE OUT WHATS WRONG" and I always lol. Of course you can't figure out what's wrong because you can't see any of your triggers, you obviously don't know how they work or you wouldn't need the comments, and now you expect someone else to sift through your mess to figure out the issue because you felt the need to create your triggers in the most inefficient way possible.
String usage aside, commenting all your triggers is the fastest way to make sure that when your map breaks, it stays broken. Feel free to comment all your triggers, that's your personal choice, but be prepared to troubleshoot the map by yourself when things go wrong, as they probably will. All you're doing is shooting yourself in the foot before you're even out of the gate by making poor design decisions.
tl;dr: Commenting is an unnecessary crutch. Make your maps however you want to, but when people are looking for advice, do not tell them it's okay to use lots of comments. It isn't.
Quote from Tempz
I do comment triggers for smaller scale maps since if there is a bug its easier to fix, for projects such as rpg's i just put em in still i remove them if i start to run out...
Quote from Sacrieur
Quote from name:Azrael.Wrath
Quote from Ultraviolet
There's nothing wrong with commenting triggers.
Quote from Ultraviolet
If I have the strings to spare, I always give my triggers 1-2 word comments.
Quote from Ultraviolet
It makes the trigger list look prettier and it's easier to navigate like that.
Quote from Ultraviolet
When short on strings, it's always an option to comment the first in a series of triggers, then leave the rest blank.
Quote from Ultraviolet
If I want to look at the triggers, I'll go to the text trigger editor.
People comment all their triggers, then post "OMG I CANT FIGURE OUT WHATS WRONG" and I always lol. Of course you can't figure out what's wrong because you can't see any of your triggers, you obviously don't know how they work or you wouldn't need the comments, and now you expect someone else to sift through your mess to figure out the issue because you felt the need to create your triggers in the most inefficient way possible.
String usage aside, commenting all your triggers is the fastest way to make sure that when your map breaks, it stays broken. Feel free to comment all your triggers, that's your personal choice, but be prepared to troubleshoot the map by yourself when things go wrong, as they probably will. All you're doing is shooting yourself in the foot before you're even out of the gate by making poor design decisions.
tl;dr: Commenting is an unnecessary crutch. Make your maps however you want to, but when people are looking for advice, do not tell them it's okay to use lots of comments. It isn't.
AGREED.
However, there is a way to use comments for organization. They should be used as headers for sections and groups of triggers. Also, they can be useful for very simple triggers and misc. stuff.
Quote from CecilSunkure
I comment my triggers. Trigger commenting is just a personal preference.
My preference is that you all use ProTrg to create your triggers, as the level of organization and flexibility while using ProTrg is tremendous.
Learn to use binary countoffs to transfer data types, brew up the most efficient systems you can think of, talk with people about the best way to do things. Most people I see making maps make them with trigger systems that are rather intensive on the creator's time.
Utilize current player as often as possible, try to create your triggers to be reusable, try to create things so they are easily modified.
Feel free to post up specific questions on how to do things, and I'm sure you'll recieve a lot of great advice. The most common questions for RPGs are how to organize stats, items, spells, experience, etc. in a way that is easily usable and fun for the player. I suggest using a text based inventory system like the one I created in my Lost Souls RPG. The triggering is rather simple, but requires a lot of binary countoffs to transfer data around. My inventory took about 25% of my string usage, 1 player for death counts, and 3 different units plus the different pickable resources -that's it. Oh, and like 1 location.
My preference is that you all use ProTrg to create your triggers, as the level of organization and flexibility while using ProTrg is tremendous.
Learn to use binary countoffs to transfer data types, brew up the most efficient systems you can think of, talk with people about the best way to do things. Most people I see making maps make them with trigger systems that are rather intensive on the creator's time.
Utilize current player as often as possible, try to create your triggers to be reusable, try to create things so they are easily modified.
Feel free to post up specific questions on how to do things, and I'm sure you'll recieve a lot of great advice. The most common questions for RPGs are how to organize stats, items, spells, experience, etc. in a way that is easily usable and fun for the player. I suggest using a text based inventory system like the one I created in my Lost Souls RPG. The triggering is rather simple, but requires a lot of binary countoffs to transfer data around. My inventory took about 25% of my string usage, 1 player for death counts, and 3 different units plus the different pickable resources -that's it. Oh, and like 1 location.
Quote from Aristocrat
I only ever code with text Trigedit; my triggers are usually saved as a plaintext file somewhere, and they have comments in the format of the archetypal double-slash prefixed lines.
An example of a trigger text file for map utilizing this system would be:
PROS:
-Much, much faster to debug, code, and mass duplicate triggers or use regular expressions to replace stuff
-Ability to flag your triggers and use Ctrl-F to jump to specific ones
-Use regular expressions to mass replace units/trigger elements
-Tag triggers of certain categories and ability to jump to them
-Ability to disable triggers without using a Never(); condition (Tinymap2 safe)
-Comments do not take up trigger action space (I can now have 64 actions max instead of 63 if I used the traditional comment system)
-More than one comment per trigger; could explain what each and every single line does
-Comments are not embedded into map*
-No strings are wasted
-Coding can be done exclusively with keyboard, speeding up the process substantially
*Could be a con, if you are hoping to understand your triggers.
CONS:
-Lazy people can't be bothered to do this
-Potentially obfuscates code for other mappers**
-Requires saving another file
**Probably a pro if you do not want people stealing it?
(Recommend using Notepad++ or TextPad)
An example of a trigger text file for map utilizing this system would be:
Collapsable Box
PROS:
-Much, much faster to debug, code, and mass duplicate triggers or use regular expressions to replace stuff
-Ability to flag your triggers and use Ctrl-F to jump to specific ones
-Use regular expressions to mass replace units/trigger elements
-Tag triggers of certain categories and ability to jump to them
-Ability to disable triggers without using a Never(); condition (Tinymap2 safe)
-Comments do not take up trigger action space (I can now have 64 actions max instead of 63 if I used the traditional comment system)
-More than one comment per trigger; could explain what each and every single line does
-Comments are not embedded into map*
-No strings are wasted
-Coding can be done exclusively with keyboard, speeding up the process substantially
*Could be a con, if you are hoping to understand your triggers.
CONS:
-Lazy people can't be bothered to do this
-Potentially obfuscates code for other mappers**
-Requires saving another file
**Probably a pro if you do not want people stealing it?
(Recommend using Notepad++ or TextPad)
Quote from CecilSunkure
It would actually be much more organized, powerful, and flexible if it were in ProtTrg code
Post has been edited 3 time(s), last time on Jun 23 2010, 6:26 pm by NudeRaider. Reason: proper introduction