trigger limit
Jan 6 2009, 10:30 pm
By: Toothfariy  

Jan 8 2009, 4:51 am NudeRaider Post #21

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

No you can't since sc is over 10 years old.

But you can use the starcraft standard sounds. Those just take a string but don't increase map size.




Jan 8 2009, 5:01 pm Wormer Post #22



Quote from Morphling
Wormer what map were you working on? There is most likely a more simple way to do whatever you tried to accompish in your map.
In short, the map I was talking about is a heroes-alike map with towns, gold mines and turn-based spawn system in towns. I was making the map enough time ago to forget most things about it. So I dont remember everything in details but in general I wanted to make the probablity of a unit spawning in town depending on two parameters the amount of your kingdom daily gold income and current quantity of units: the more income the bigger is the probablitiy the more units you have the lesser is it. Also I was implementing random towns growth: new houses were randomly spawned in the town's vicinity and townsfolks were spawning behind these houses and randomly walking between them. As far as I remember these were the most trigger consumeing parts.

I cant explain the system I was making "on fingers", because it is complex and even I have to spent some time to remember what I was doing. Also the explanation will take up a lot of room (something like a good-written tutorial out there or even more). If you're interested I can show you the map and triggers and what not... I would have showed everyone triggers, but it is useless, because to understand them one have to spend quite enough time.

Quote from poiuy_qwert
Actually, I think he was talking about MacroTriggers, a neat way to make triggers easier that i'm sad was never picked up by mappers.
Right! Btw, if anyone is interested I am going to upload the newest version of MacroTriggers to the thread right now. It hasn't got any new features but there are few bugfixes.

Quote from name:Mayor
22:41| devilesk: also refute wormer's post
22:41| devilesk: because my texas hold'em poker map makes extensive use of
22:41| devilesk: dc counter manipulation
05:49| devilesk: also note that the sounds in the map are all virtual
Well, devilesk 8500 triggers still is not 14-20k triggers, it is almost twice fewer... But I can admit that the lag in my map *might* be partially caused by units giveing. I've remembered that I am giveing about 5-8 units each trigger loop on average and about 50 units each tenth loop.

Dont know why, but I just have a feeling that the practical higher bound of number of triggers is not flying somewhere in clouds but is near and reachable...

EDIT: Also I think that with an extensive usage of death counter arithmetic (like addition, multiplication, subtraction and division) it is easily possible to reach the amount of 100k-200k triggers... I am even scared to think what would happen then... not taking in account that the map with so large amount of triggers will be like 5-10mb in size only because of triggers...

Post has been edited 3 time(s), last time on Jan 8 2009, 5:17 pm by Wormer.



Some.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[02:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[02:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[08:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
[2026-7-14. : 11:03 pm]
Vrael -- :teach:
Please log in to shout.


Members Online: ClansAreForGays