Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger commenting
Trigger commenting
Jun 23 2010, 2:34 pm
By: NudeRaider  

Jun 23 2010, 2:34 pm NudeRaider Post #1

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

There was an discussion about trigger commenting going on in a topic about mapping tips for mapping beginner. Unfortunately it was too much there, so the original question was let out of sight, but I think it was worth preserving, so I copied the debate into a more appropriate topic.
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
These are huge, can't stress them enough, there's no reason to be doing either.

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.
Yes there is.

Quote from Ultraviolet
If I have the strings to spare, I always give my triggers 1-2 word comments.
Unnecessary, bad habit. If I have the money to spare I might always buy a pack of smokes too, that doesn't mean I would advise anyone else to do it and it doesn't mean there's nothing wrong with doing it.

Quote from Ultraviolet
It makes the trigger list look prettier and it's easier to navigate like that.
No, it doesn't make anything easier. If you need to "navigate more easily" (:wtfage:) there's a scroll bar on the side. Personally I have a general idea of where all my triggers are in my trigger list, I can use the scroll bar to instantly navigate to any of them. And if you want to make things look "pretty" then maybe invest in an art school, because the trigger list is there for functionality, not aesthetics.

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.
If you really feel the need to do this, you should be commenting a trigger that is nothing but a "Never" condition and a "Comment" action, which describes the triggers which follow it. As a rule of thumb, comments should never be placed on functioning triggers.

Quote from Ultraviolet
If I want to look at the triggers, I'll go to the text trigger editor.
And when the guy who made this thread comes back in 2 weeks and asks for help figuring out why his triggers aren't working, and he posts a map with 300 triggers that are all commented, are you also going to open up the text editor then too and sift through all his triggers that way to figure out what's wrong? I really doubt you are going to, and I sure as hell am not, and neither will a lot of other people.

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.
Yes there is.

Quote from Ultraviolet
If I have the strings to spare, I always give my triggers 1-2 word comments.
Unnecessary, bad habit. If I have the money to spare I might always buy a pack of smokes too, that doesn't mean I would advise anyone else to do it and it doesn't mean there's nothing wrong with doing it.

Quote from Ultraviolet
It makes the trigger list look prettier and it's easier to navigate like that.
No, it doesn't make anything easier. If you need to "navigate more easily" (:wtfage:) there's a scroll bar on the side. Personally I have a general idea of where all my triggers are in my trigger list, I can use the scroll bar to instantly navigate to any of them. And if you want to make things look "pretty" then maybe invest in an art school, because the trigger list is there for functionality, not aesthetics.

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.
If you really feel the need to do this, you should be commenting a trigger that is nothing but a "Never" condition and a "Comment" action, which describes the triggers which follow it. As a rule of thumb, comments should never be placed on functioning triggers.

Quote from Ultraviolet
If I want to look at the triggers, I'll go to the text trigger editor.
And when the guy who made this thread comes back in 2 weeks and asks for help figuring out why his triggers aren't working, and he posts a map with 300 triggers that are all commented, are you also going to open up the text editor then too and sift through all his triggers that way to figure out what's wrong? I really doubt you are going to, and I sure as hell am not, and neither will a lot of other people.

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.

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:
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 :P


Post has been edited 3 time(s), last time on Jun 23 2010, 6:26 pm by NudeRaider. Reason: proper introduction




Jun 23 2010, 2:34 pm NudeRaider Post #2

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

... continued

Quote from name:Azrael.Wrath
Quote from CecilSunkure
I comment my triggers. Trigger commenting is just a personal preference.
Maybe you can afford to have that personal preference, but when was the last time you came on the forum asking other people to fix your map for you? The fact is you're experienced enough that you don't need other people's help to troubleshoot your problems. Telling new mapmakers, who literally make a thread stating "I need a trigger mentor," that they should be commenting their triggers is irresponsible at best.

Quote from Sacrieur
However, there is a way to use comments for organization. They should be used as headers for sections and groups of triggers
Exactly. This is why I say, if you really need to use comments, you put them in a trigger that is literally just

Conditions:
Never.
Actions:
Comment.

And have it describe the following triggers, as shown in the image you provided. If someone really feels compelled to comment their triggers, that is how it should be used.

Quote from CecilSunkure
Wait. Why is it bad to comment them? I usually do this:

/Spell #1
/blank comment
/blank comment
/blank comment
/blank comment
/Spell #2
/blank comment
/blank comment
/blank comment
/blank comment

And this allows for a simple way to organize triggers. Why is that unhelpful for a beginner? I don't understand.

Quote from DavidJCobb
I don't see why commenting triggers is so bad. It helps a person keep track of each trigger without having to actually read through the actions and work out its higher-level purpose. What's easier and faster to understand: "Revive Beacon 1: Dropship: P2 Selected (already alive)" or "IF current player brings exactly 1 Revive Player 2 to Revive Beacon 2 AND Player 2 has 0 deaths of probe has been killed"?

Quote from Aristocrat
Quote from DavidJCobb
I don't see why commenting triggers is so bad.

It's the fact that you are still using Classic trigger editor. :bleh:

Quote from DavidJCobb
It has faster scrolling, comments that actually work, it can filter triggers by owner, and it doesn't afraid of anything. What's so bad about it?

Quote from Lanthanide
Frankly everyone espousing the "one true way" to do comments in this thread is completely missing the point.

Comments are a personal preference. Some people prefer to have a comment that describes the purpose of a trigger succinctly, others prefer to look at lists of conditions and actions and just 'remember' based on position in the list and context what that trigger does.

The pro of comments is that it definitely makes the classic trigger editor much easier to use, and a con is that it hides exactly what the triggers are doing.

I use comments, because I mostly use classic trigger editor (mainly because text trigedit doesn't support custom unit names, and I find the actions counter-intuitive in their parameter ordering). Has using comments obfuscated my triggers and probably led to a few more bugs in my map? Yes, I can think of a few that it has, however on the same token once I know a trigger is working 100% fine, I never need to look at its details again anyway so hiding it behind comments doesn't hurt. Has putting comments in my triggers greatly sped up my use of classic trigger editor? Yes, so I think it's worth it.

Now for newbs using the classic trigger editor, I would lean towards suggesting they *don't* use comments, purely because it does hide the details of the triggers which might actually have errors in them. However if you've got an error in your triggers and can't track it down, chances are that the comments could help you equally as much as hurt you - "the comment says it should do x y z, but actually it is only doing x and z". Also many trigger errors are results of quirks in the way SC does things (see the oldwiki quirks article), or poor understanding of concepts like switches/DCs/wait blocks, and comments or lack thereof isn't really going to help or hinder someone from learning this specific concepts because they have nothing to do with comments.

Quote from Sacrieur
Quote from DavidJCobb
It has faster scrolling, comments that actually work, it can filter triggers by owner, and it doesn't afraid of anything. What's so bad about it?

Text editing is infinitely more powerful. Even I use it at times to work with large numbers of triggers - and I despise coding. Also, I like having it show me the conditions/actions so that way I can read it and in seconds know what I'm telling Starcraft to do, NOT what I think it is doing.

Quote from name:Azrael.Wrath
Quote from Lanthanide
Now for newbs using the classic trigger editor, I would lean towards suggesting they *don't* use comments, purely because it does hide the details of the triggers which might actually have errors in them.
This is the point I've been trying to make.

Quote from Lanthanide
However if you've got an error in your triggers and can't track it down, chances are that the comments could help you equally as much as hurt you
If you're going to find it yourself. Chances are good that someone who has limited experience with triggers won't know why it isn't working even if they're looking right at it, so they will need help from someone on the forum. Like had been stated a number of times, there are a lot less people willing to go out of their way to help someone when all their triggers are commented.

Also, most triggers are not self-sufficient, they interact with other triggers to achieve the gameplay experience. If something goes wrong you have no way of knowing which one is at fault except looking through all of them, which becomes tedious when scrolling through them turns into double-click them all individually.

Quote from DavidJCobb
I don't see why commenting triggers is so bad.
You know when your Volcano Run map broke and I did the troubleshooting for you, the first thing I had to do was go out of my way to remove all the comments before I could even start doing anything else :unsure:

Quote from Sacrieur
I like having it show me the conditions/actions so that way I can read it and in seconds know what I'm telling Starcraft to do, NOT what I think it is doing.
Exactly.

Honestly, I have not seen a single good reason in this entire thread to use comments. What are they again?

1) "I'm too lazy to use the scroll bar to move through triggers."
2) "I can't remember what my triggers do."
3) "It takes me too long to understand what my triggers do by looking at them"
4) "I want my trigger list to be pretty."

There is no benefit to it whatsoever. It's time consuming and wasteful. The only reasons that anyone has stated are to make up for mental shortcomings in memory/organization/work ethic/etc or to satisfy some sort of OCD.

Bottom line: Yes, it is a personal preference to comment all your triggers, but it is a crutch and one that inexperienced mapmakers can't afford to use. Don't tell new mapmakers to comment all their triggers unless you're also going to be at their beck and call to look through all their triggers and figure out any issue they run into while making the map.

Quote from rockz
Wait. Why is it bad to comment them?
blank comments hide the trigger in classic trigedit. Classic trigedit reads much better than text trigedit. I can understand what a trigger does in classic trigedit faster than in text trigedit. If you comment the trigger, I have to click 3-4 times to read the trigger. When debugging, it's much easier to look at the uncommented triggers. If we were all perfect, there would be no need for debugging, but if we were all perfect, there would be no need for comments. Comments frequently bug maps in SCMDraft due to recycling.
Quote from Lanthanide
You know when your Volcano Run map broke and I did the troubleshooting for you, the first thing I had to do was go out of my way to remove all the comments before I could even start doing anything else :unsure:
Because it is so hard to copy and paste text triggers into Notepad++ and run a Search and Replace with wildcards to remove all comments and copy and paste it back into scmdraft? That takes, what, 1 minute? Woop!

1) "I'm too lazy to use the scroll bar to move through triggers."Or how about: 1) I'm developing my map on a laptop which doesn't have very much vertical screen resolution, so not having to scroll for minutes it much faster.
2) "I can't remember what my triggers do."If you're working on one specific area of your map at a time, then you need to go back and check some other older part of it, it is quite helpful having useful comments that quickly jog your memory as to what you were trying to achieve, instead of having to read and interpret what the triggers do. You know how programmers like to comment their code, and how it is universally recognised as a good thing? Comments in triggers is no different.
3) "It takes me too long to understand what my triggers do by looking at them"If you have a bunch of triggers that all perform the same sorts of actions but on different inputs (different units, say), then having a single comment for the first one that lists the actions, and then the units they affect in order, and blank comments for the rest, makes it MUCH easier to find where the next unique block of triggers is.
4) "I want my trigger list to be pretty."I don't think "pretty" is the right word, so much as easily manageable.

There is no benefit to it whatsoever. It's time consuming and wasteful. The only reasons that anyone has stated are to make up for mental shortcomings in memory/organization/work ethic/etc or to satisfy some sort of OCD.No, you just have some bizarre idea that your way is best, and that everyone else who does anything different is wrong and stupid. Newsflash: there are other people in the world that prefer to work in different ways than you. Your way suits you, their way suits them, don't criticise their choice because YOU are the one who is failing to understand it.

I don't have shortcomings in memory, organization, work ethic or OCD and frankly for you to suggest that I do is rather insulting.

Bottom line: Yes, it is a personal preference to comment all your triggers, but it is a crutch and one that inexperienced mapmakers can't afford to use. Don't tell new mapmakers to comment all their triggers unless you're also going to be at their beck and call to look through all their triggers and figure out any issue they run into while making the map.You say it's a personal preference, and then tell us that we shouldn't recommend commenting triggers? For some people, such as myself, commenting triggers greatly improves productivity, so your blanket admonishment that newbies shouldn't comment triggers could in fact be harming them.

Comments are a tool. All tools have pros and cons to their use, but if used appropriately cons can be minimised or eliminated. Your rant here is basically the same as those who say that you should never use "goto" in code - actually there are times when goto is by far the best, cleanest and easiest way to implement certain logic.
Quote from Lanthanide
Because it is so hard to copy and paste text triggers into Notepad++ and run a Search and Replace with wildcards to remove all comments and copy and paste it back into scmdraft? That takes, what, 1 minute? Woop!
Yes, that's the right attitude to give someone who goes out of their way to help someone else. "You spent 6 hours troubleshooting my map for me, and even though you're going to the trouble voluntarily, I don't fucking care if I had to waste some of your time by making you remove comments beforehand! Woop!"Right, so you spent 6 hours debugging someone's map for free, and you're annoyed that you had to spend a minute to remove comments? Really?

Also, if *I* were going to debug someone's map, I would prefer if there *were* comments, that way it is easier to track down errors where the author thinks x y z is happening, but actually only x z is happening. Obviously it is not possible to put comments into someone elses map, but is easily possible to remove them quickly. Ergo, having comments in maps you post is better than not.

Seriously, that's extraordinarily childish. If everyone was so "appreciative," I'd never help anyone.No, what's childish is you complaining about someone elses method of developing maps because you personally choose to work differently. If someone had purposefully put in comments in order to waste your time, then yes, that would be childish. Please show me where someone has done this, and I'll agree with you, for that specific instance. Finally, if someone has comments in their map, and you have such an aversion to them, either don't help them, or get them to remove the comments first. Again, woop!

Oh, and thanks for the negative karma by the way! Although maybe it's a coincidence I got it at the exact same time of your post! Woop! :rolleyes:Thanks for your condescending, arrogant holier-than-thou attitude. I haven't modded down any of rockz (or anyone elses) posts who advocate not using comments, because they haven't acted like offensive douche bags.

Edit: Just want to point out the irony of receiving my first negative karma because I'm looking out for the well-being of new mapmakers, haha.Try and spin it any way you like, but you received the negative karma for being a jerk about it.
Quote from DavidJCobb
Az, though I am greatly appreciative of your help, Lan's got a point. You're being a bit... uncivil... about this.


Post has been edited 1 time(s), last time on Jun 23 2010, 6:08 pm by NudeRaider.




Jun 23 2010, 2:55 pm Norm Post #3



When I made HS (a map with over 3000 triggers), comments were vital for following my work so I can edit it later. You remove them when you compress a map anyway, so it's a useful mapping tool with no effect on the game in terms of play, so why wouldn't you take advantage of that?



None.

Jun 23 2010, 3:19 pm Azrael Post #4



It'd be nice if my comments were still in the original context. They are from a thread where a new mapmaker is asking for tips on starting out. Some people can't understand the difference between what a veteran mapmaker with 10 years of experience can do in their maps, as opposed to what someone who just heard about StarEdit yesterday should be doing.

I already gave plenty of reasons why a new mapmaker should avoid commenting, and Sacrieur provided an efficient way for new mapmakers to use comments without obfuscating their triggers. I don't see the reasoning behind this out-of-context representation of the discussion, as if a thread about "tips for new mapmakers" is equivalent to "this is what everyone should do regardless of experience level or personal preference."

The discussion obviously ran its course already.

Edit: I just noticed Sacrieur's attachment isn't posted, and it was really the only useful thing in the discussion. I'll add it.

Attachments:
TriggerOrganization.png
Hits: 7 Size: 18.23kb

Post has been edited 3 time(s), last time on Oct 12 2010, 12:11 pm by DevliN. Reason: Mineral abuse.




Jun 23 2010, 3:52 pm Picturesque Post #5



If I have a map with a hell load of triggers, I use comments, because I get dizzy really easily. When I'm done I compress it and remove all the comments.



None.

Jun 23 2010, 6:17 pm Sacrieur Post #6

Still Napping

Quote from Picturesque
If I have a map with a hell load of triggers, I use comments, because I get dizzy really easily. When I'm done I compress it and remove all the comments.

It is very easy to use the method I presented. It is essentially 1) a debugging tool and 2) a way for anyone to view and understand the map easily.

1. If I have a problem with the spell system for p1 I can track down the triggers for that quickly. They're all right there grouped under p1 with a heading "- Spell System -". I can then read triggers without clicking on anything because they're uncommented.

2. Since it uses headers the triggers are neatly boxed up into individual packages. So if someone wants to take a peak and see how things are done with spells they will be able to find it rather easily.

Also, commenting in programming is woefully different than in sc mapping. If you're text editing that's fine because you can still see the code right beside it. I think problems arise when you can't see the actual commands and just comments that are supposed to jog your memory. If you are going to use comments that way the best thing to do is come up a master key that fits what the trigger's purpose is in the title. For example, p1-02-12. p1 means player 1, the 02 means what system it is in (say it means mana system for this), and the 12 can mean regeneration level 12.



None.

Jun 23 2010, 8:54 pm Demented Shaman Post #7



It's always useful to comment and there's no reason not to unless you're trying to save string space or you're working entirely with text triggers. But even with text triggers, it's always useful to use whatever commenting format it has. End of story.

Although, sometimes it is more convenient and helpful to leave triggers uncommented so you can easily see the conditions and actions without having to open up that individual trigger.



None.

Jun 23 2010, 11:35 pm Sacrieur Post #8

Still Napping

Quote from Demented Shaman
Although, sometimes it is more convenient and helpful to leave triggers uncommented so you can easily see the conditions and actions without having to open up that individual trigger.

That's why I don't use comments.



None.

Jun 23 2010, 11:39 pm Demented Shaman Post #9



Well at some point the organization and ease of navigation one gains from using comments outweighs the benefit of not commenting.



None.

Jun 24 2010, 12:51 am poison_us Post #10

Back* from the grave

When I mapmake I have notepad++ open, and I list all of the pertinent information about a trigger in it...I also keep a blank page open for copypasting, and it's never failed me. I usually have some sort of storyline at the top, a section of all the units and their names, a section for deathcounts and description, and then an activity log at the bottom. I don't comment triggers just because when I'm mapmaking, I never need to. Everything I need to know as far as debugging, what I did, and what does what can be found in the deathcount section, and the activity log.

TL;DR: There's no point for me to comment when I already keep detailed logs.





Jun 24 2010, 12:58 am KrayZee Post #11



Trigger comments allows us to recognize the triggers and help us navigate. That's what I like them. It would be nice if color coded text exists in comments, and also should have a + or - feature where you click either to expand or shrink the trigger at a glance for our convenience.

I don't even know why there are actual arguments against trigger comments.



None.

Jun 24 2010, 1:13 am poison_us Post #12

Back* from the grave

Quote from KrayZee
I don't even know why there are actual arguments against trigger comments.
Some people find the comments useful and use them, others either don't like them, don't have any need for them, or can't use them because of string consumption. Except for the last example, it's all a matter of opinion and preference.





Jun 24 2010, 1:37 am Azrael Post #13



I tried to be clear in the thread, I don't have anything against experienced mapmakers using comments. That's a personal preference, everyone should do what they like. If something goes wrong in their map, 99.9999% of the time they can troubleshoot it themselves.

However, someone who is making a thread begging for help because they are so inexperienced is exactly the kind of person that should not be commenting all their triggers. Too many people already can't be bothered to spend 5 seconds downloading a map to help someone, never mind 5 minutes removing comments. Sacrieur replied with a very efficient way that a new mapmaker could organize their triggers using comments and still have all the triggers visible, the discussion should have ended there.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:26 pm by DevliN. Reason: Mineral abuse.




Jun 24 2010, 4:19 am UnholyUrine Post #14



Quote
Although, sometimes it is more convenient and helpful to leave triggers uncommented so you can easily see the conditions and actions without having to open up that individual trigger.

Not if you're using Starforge like me :awesome:



None.

Jun 24 2010, 4:29 am Leeroy_Jenkins Post #15



I think it is easier to find a specific trigger I am looking for when I comment them.



None.

Jun 24 2010, 10:14 pm ejac1337 Post #16



Back in the day I liked to comment my triggers. I found it easier to deal with. I don't really see a problem with it because you can just use various programs to remove the comments for a release version and have a commented version for yourself to edit. Ultimately though, just do whatever works for you, what else matters?



None.

Jun 24 2010, 10:23 pm Chubacca Post #17



if i am making a system, which requires a ton of triggers, i just make a trigger with just a comment on it and put it above all my triggers that use the system. It is helpful for organizing



None.

Jun 25 2010, 12:20 am Azrael Post #18



Quote from Chubacca
if i am making a system, which requires a ton of triggers, i just make a trigger with just a comment on it and put it above all my triggers that use the system. It is helpful for organizing
Yeah, this is exactly what Sacrieur was talking about ^^

Post has been edited 3 time(s), last time on Oct 12 2010, 12:07 pm by DevliN. Reason: Mineral abuse.




Jun 25 2010, 10:17 pm Vrael Post #19



I also find comments very helpful. I got a buttload of triggers, hard to find my way around without them. Even without them I know the general position of things, but when it comes to "did I put the death reset trigger before of after the battle system triggers..." it helps a lot.



None.

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da real donwano -- This is the first time I've seen spam bots like this on SEN. But then again, for the last 15 years I haven't been very active.
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