Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Any dangers to large numbers of triggers?
Any dangers to large numbers of triggers?
May 23 2009, 3:35 pm
By: scwizard  

May 23 2009, 3:35 pm scwizard Post #1



This concept map I'm working on needs half a million triggers to get it to work. How is starcraft at handling such amounts? How is SCMDraft's classic trigedit at handling such amounts? How is SCMDraft's text trigedit at handling such amount's?

Does merely having large numbers of triggers cause in game lag?



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May 23 2009, 4:12 pm Pigy_G Post #2



I beleive it can cause lag, though it might depend on the type of trigger. I know for a fact ahlis map is using something like 40 thousand triggers. I've never heard of anyone using half a million though. You might have to just try it and see.



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May 23 2009, 4:16 pm Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Scmdraft's text trigedit shouldn't handle it afaIk. Maybe SI raised the limit with the latest test version.
I know that scmdraft's trigedit was able to handle ~66k triggers. But I'm not sure anymore.




May 23 2009, 4:23 pm Demented Shaman Post #4



500k triggers? Wtf are you doing?



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May 23 2009, 5:57 pm JaFF Post #5



Bare in mind that conditions cause lag. Even if no triggers' conditions will be met, it will still lag hard.

You should tell us what are your plans. Maybe what you want can be done with far less triggers.



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May 23 2009, 7:41 pm scwizard Post #6



Quote from JaFF
Bare in mind that conditions cause lag. Even if no triggers' conditions will be met, it will still lag hard.

You should tell us what are your plans. Maybe what you want can be done with far less triggers.
Oh, well I have the memory address of the rally point coordinates. It's condensed into 4 bytes. The first 2 are the x coordinate, and the second 2 are the y coordinate. I want to detect which grid square of a 128x128 map the rally point is in.



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May 23 2009, 8:40 pm Pyro682 Post #7



I really don't know much about using large numbers of triggers; I'm incredibly lazy, and always find the least amount of triggers to do something. However, I do beleive that if you're working with such a ridiculously high number of triggers, Ahli may be able to help you out. He's quite notorious for being a huge trigger-whore.



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May 23 2009, 9:10 pm Chubacca Post #8



in game it depends on how many triggers are running at once that makes it lag. if there is more then like 15 triggers repeatedly running at once, it will lag



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May 23 2009, 10:05 pm Falkoner Post #9



Use At Least and At Most instead of using Exactly for the pixel coordinates, just get it close, not perfect, that can reduce the amount of triggers significantly.



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May 23 2009, 10:25 pm Wormer Post #10



Look these posts of mine:
http://www.staredit.net/120983/
http://www.staredit.net/119299/

These test maps have 60 000, 90 000 and 240 000 trigger checks per cycle:
http://www.mediafire.com/?sharekey=8ce8ceb541563a97d5a101cf914073b49f142d30fa529449
I won't comment results.



Some.

May 23 2009, 10:40 pm JaFF Post #11



Quote from scwizard
Oh, well I have the memory address of the rally point coordinates. It's condensed into 4 bytes. The first 2 are the x coordinate, and the second 2 are the y coordinate. I want to detect which grid square of a 128x128 map the rally point is in.
Errrm. What? You have a set of coordinates and you wish to transfer them from binary to decimal? I don't quite understand what you're trying to do here.
Quote from Chubacca
in game it depends on how many triggers are running at once that makes it lag. if there is more then like 15 triggers repeatedly running at once, it will lag
Please don't post if you have no idea what you're talking about - it will only improve the quality of the assistance forum. We clearly know that it depends on what actions are active in the triggers, and how many conditions are checked. You can have a lot of triggers manipulating deathcounters that don't lag at all.
Quote from Wormer
Look these posts of mine:
http://www.staredit.net/120983/
http://www.staredit.net/119299/

These test maps have 60 000, 90 000 and 240 000 trigger checks per cycle:
http://www.mediafire.com/?sharekey=8ce8ceb541563a97d5a101cf914073b49f142d30fa529449
I won't comment results.
Please do comment. If you're here to get the information across in the most effective way, you must comment on the results.



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May 23 2009, 11:44 pm Morphling Post #12



There is no way to reduce the amount of triggers. 524288 is the specific amount of triggers you will need to make. IMO it is not worth it because of lag and map size, however if you really want to make all those triggers it would make an epic single player rpg. I made a topic about this is you are interested.



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May 24 2009, 12:05 am Falkoner Post #13



Quote
There is no way to reduce the amount of triggers. 524288 is the specific amount of triggers you will need to make. IMO it is not worth it because of lag and map size, however if you really want to make all those triggers it would make an epic single player rpg. I made a topic about this is you are interested.

Not with the same precision, no, but if you use at least and at most, which is completely reasonable, you can decrease the precision, and reduce the amount of triggers SIGNIFICANTLY, who needs that much precision anyway? If you just do a square precision you only need 16k triggers.



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May 24 2009, 12:11 am Morphling Post #14



Quote from Falkoner
Quote
There is no way to reduce the amount of triggers. 524288 is the specific amount of triggers you will need to make. IMO it is not worth it because of lag and map size, however if you really want to make all those triggers it would make an epic single player rpg. I made a topic about this is you are interested.

Not with the same precision, no, but if you use at least and at most, which is completely reasonable, you can decrease the precision, and reduce the amount of triggers SIGNIFICANTLY, who needs that much precision anyway? If you just do a square precision you only need 16k triggers.
You don't get it. If you read my formula you would understand. Okay. Your way you do:
65536 + 1 = 65537 (That's pixel X1 and pixel Y1)
2097152 + 32 = 2097184 (That's pixel X32 and pixel Y32)
If you do Atleast 65537 and Atmost 2097184 it would detect all of the X pixels across the map from pixel Y1 to Y32 making it impossible to correctly find the X position.

Post has been edited 1 time(s), last time on May 24 2009, 12:18 am by Morphling.



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May 24 2009, 12:37 am Falkoner Post #15



You would use 4 conditions per action, two for X max and min, two for Y max and min, with trigger duplication programs nowadays it would be easy.



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May 24 2009, 12:41 am Morphling Post #16



They are in the same value.



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May 24 2009, 12:43 am Falkoner Post #17



Quote from scwizard
It's condensed into 4 bytes. The first 2 are the x coordinate, and the second 2 are the y coordinate

You can use binary count-offs to pull out the numbers you need for the four, and I'm sure that would end up taking less triggers.

EDIT: Agh.. I hate StarCraft, no way to copy the variables into Deaths..

Post has been edited 1 time(s), last time on May 24 2009, 12:49 am by Falkoner.



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May 24 2009, 12:45 am Morphling Post #18



Do you even get what that means? Trust me, I've done my research. I have tried your way and it does not work.



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May 24 2009, 12:53 am Falkoner Post #19



I just had another idea, if you use all 16 conditions you can once again reduce the amount of triggers, and while some conditions may still be checked, if one is not true then time is saved by not checking the rest of the conditions in the trigger.



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May 24 2009, 12:56 am Morphling Post #20



I'm done arguing with you, but I am going to say that I know for a fact that you cannot reduce the amount of triggers without reducing the space you want to detect the order position/rally position.
If you still don't believe me ask rockz, lethal_illusion, or kaias.



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