I know that DATA generally produces less lag, but from experience I know there can be exceptions. For example having badly designed periodic search effects applying buffs etc.
For some solutions, Triggers is necessary but not always.
I was wondering if anyone out there knew if greater search area effects caused more lag, in this case the entire map.
So in competition between the two, lets say we want to drain energy from a single unit every time another unit/structure fires.
The DATA solution is easy enough, simply run a search area effect, find your caster unit and drain its energy every time any of the desired units fire.
This requires a search area of the entire map and will execute every time it fires. If you have alot of units firing, running searches of the entire map to find your one caster, couldn't this make lag? Imagine 500 radius searches happening constantly. Assuming thats the size of your map.
On the trigger solution, one could simply execute with the specific weapon firing events and only the weapons of the units that are supposed to drain the casters energy. This way it only fires when it supposed to.
In competition, which solution do you feel is best for less lag?
I know that DATA generally produces less lag, but from experience I know there can be exceptions. For example having badly designed periodic search effects applying buffs etc.
For some solutions, Triggers is necessary but not always.
I was wondering if anyone out there knew if greater search area effects caused more lag, in this case the entire map.
So in competition between the two, lets say we want to drain energy from a single unit every time another unit/structure fires.
The DATA solution is easy enough, simply run a search area effect, find your caster unit and drain its energy every time any of the desired units fire.
This requires a search area of the entire map and will execute every time it fires. If you have alot of units firing, running searches of the entire map to find your one caster, couldn't this make lag? Imagine 500 radius searches happening constantly. Assuming thats the size of your map.
On the trigger solution, one could simply execute with the specific weapon firing events and only the weapons of the units that are supposed to drain the casters energy. This way it only fires when it supposed to.
In competition, which solution do you feel is best for less lag?
Probably best to use triggers since you can set up the single unit to a variable and just directly remove the energy.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Yeah, I've been wondering about those big search radius effects in DATA, I'm inclined to believe they use a lot of resource.
depends how frequently they are used and how many targets are valid.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg