Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Making a Terran Turret un-selectable?
[SOLVED] Making a Terran Turret un-selectable?
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Jun 11 2012, 6:28 pm
By: Oo.DaMeiN.oO  

Jun 12 2012, 9:16 pm Sacrieur Post #21

Still Napping

I have modified your map to function with only one trigger for each operation. Roy is correct, only one trigger is required (requiring two would be inconsistent with current trigger theory).

Attachments:
Turret Test (Modified).scm
Hits: 2 Size: 38.7kb



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Jun 12 2012, 10:09 pm staxx Post #22



As i stated before, if you have too many triggers running every trigger cycle it can cause the game to lag. If you use my variation you can add conditions as needed to spread the amount of times the trigger is actually activated. With "Always" you dont have this versatility.



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Jun 12 2012, 10:57 pm Sacrieur Post #23

Still Napping

I have further modified the map to operate on an as-need basis by only executing the trigger when the turret is selected. The speed of the deselection isn't as rapid, unfortunately.

In triggers only the number of executions (actions) matter for trigger efficiency. Certain executions require more processing power than others, but splitting the trigger into two won't increase efficiency. The number and nature of the executions remains the same.

Attachments:
Turret Test [EUD].scm
Hits: 5 Size: 38.66kb



None.

Jun 13 2012, 12:46 am staxx Post #24



See, now you're getting into EUD's which the average mapper has no knowledge of. I myself have never had a use for EUD's and have no desire to learn until there comes a point where i cannot do something on a map. My point is, why use EUD's when it's possible to solve this without them?

Either way, Damein now has 3 files to hold his hand down whichever path he chooses.



None.

Jun 13 2012, 7:49 pm Vrael Post #25



Thanks for providing proof of your claims staxx. It wasn't my intention to disregard your knowledge, but without obvious proof its easy to make small but important errors.

For example, regarding trigger efficiency, sacrieur is claiming a small but important error. In maps with small numbers of triggers, less than say, one or two thousand, there is a negligible amount of lag created due to the efficiency of the triggers. In maps with large amounts of triggers, the number of conditions and actions both can play into the lag situation, implying that generally, one trigger is better than two. Some conditions are known to be more lag-creating than others, like "bring" which requires checking of a bunch of memory blocks. Ignoring the checking of conditions in a trigger in a map with large amounts of triggers can be a small but important error. Fortunately, unless your map has thousands of triggers, (or maybe some rare cases where every one of your 600 triggers has 16 conditions or something), lag due to condition checking as well as action execution is likely negligible.



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