I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I've tested this with the trigger limit for savegames (65535 triggers = crash while saving).
This system consumes more triggers.
BTW, I just found out that the savegame trigger limit is at 65534 triggers per player.
That means, you can have 524272 triggers in your map, if you are using all 8 players.
IDK about you guys, but I like using "current player".
Same. Not sure how that's relevant though.
I'll use this the next time I have to do countoffs. Considering how slowly StarCraft transfers maps between players, being able to cut map size with no drawbacks is an ideal optimization.
I don't see this being any harder to use than binary. If anything, it's easier, and certainly more efficient.
Edit: Currently implementing it in a map, as it reduces the map size significantly more than binary would.
Post has been edited 4 time(s), last time on Nov 17 2012, 10:24 pm by Azrael.
Quote from name:Azrael.Wrath
IDK about you guys, but I like using "current player".
Same.
I said that before I realized how the system works. I still like organizing my triggers properly. With this, it's all over the place. Complexity adds a lot of difficulty to understanding a map.
Still, it works. It adds more triggers but takes up less space. IMO, the few bytes isn't worthwhile.
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