Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Does listing out many Death Counter conditions cause map lag?
Does listing out many Death Counter conditions cause map lag?
Nov 23 2024, 11:35 pm
By: sethmachine  

Nov 23 2024, 11:35 pm sethmachine Post #1



Let's say I want to brute force a randomization and I have 2^N possible outcomes after do N switch randomizations. In theory, I could write 2^N triggers to decide what to do with each one, each one with a condition like:

* Deaths is exactly 0
* Deaths is exactly 1
...
* Deaths is exactly 2^N

Would any high N cause significant map lag, or are Deaths conditions super cheap to never cause issues? E.g. I'm thinking low 100s.

(note the N/M below are different from the 2^N I described above. once we know M outcomes and total players, then we can calculate the total unique possible outcomes, which is what the above is talking about).

Or does anyone know an efficient way to assign M exclusive outcomes to N players? E.g. the boss has been defeated and drops 1 item from a pool of M unique items for each player (N players). Each item is exclusive and unique. How do I guarantee each player gets a unique item from all the other players?



None.

Nov 24 2024, 9:03 am 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

a few hundred death count checks won't lag. It's about the cheapest condition




Nov 24 2024, 10:06 pm Ultraviolet Post #3

We do a little trolling

I think I remember hearing at one point if you have a lot of triggers, it can be a good idea to organize the conditions from cheapest to read to most expensive. So like switches and deaths near the top of the list and brings near the bottom. That way if one of the cheaper to read conditions isn't met, the engine skips the rest of that trigger saving some memory.



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Nov 25 2024, 1:40 pm sethmachine Post #4



Quote from NudeRaider
a few hundred death count checks won't lag. It's about the cheapest condition

OOC, would a few hundred thousand cause lag? I can try running some checks locally for this.

I'm building some large systems, and I know independently they won't cause lag. What I don't know yet, is once I have all the systems together in the same map, will it cause lag.



None.

Nov 25 2024, 5:34 pm GGmano Post #5

Mr.Pete-Tong

The amount of triggers wont cause lag aslong they arent preserved running each frame, a huge amount of triggers will cause the editor to fail save the map file tho, theres a limit to the amount of triggers in the editor, around 200 thousand



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

you could be the rat??

The maps I made are tweaked into perfection and maximum strategy added

Nov 25 2024, 7:48 pm NudeRaider Post #6

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

Quote from sethmachine
would a few hundred thousand cause lag?
most certainly




Nov 30 2024, 7:17 pm GGmano Post #7

Mr.Pete-Tong

its not about the deathcount amount, and the deathcount amount is limited as in the engine, using up all unit types for deathcounts is sure not above 2000 or something, and using 2000 triggers for deathcount wont cause anylag. but its the amount of triggers that could cause lag.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

you could be the rat??

The maps I made are tweaked into perfection and maximum strategy added

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NudeRaider -- Oh_Man
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Oh_Man -- NudeRaider
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yeh thts straight up cheating
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