How bad is it to mix Data stuffs like Effects and Abilities with Trigger events and actions?
I'm not too good with Data but I feel like I can do anything with Triggers. So will this be a bad idea? Can Triggers be an efficient substitute to some things I don't know how to do with Data?
This might deal with durations (Wait), AoE (Pick Units), movement (Instantly Move), etc.
I think Persistents are (Waits) Search Areas are (Pick Units), and Teleport should be (Instantly Move), but no, the only problem I've had using triggers and data interchangeably was inconsistency.
Do triggers produce more lag than its data counterpart?
Depends on the trigger really.
Death effects are much more lag-free when done with data.
Move instantly doesn't really cause any lag.
I don't even notice any consistent pattern when it comes to trigger lag really. I think as a general rule, if you're running a trigger less than once per 0.0625 sec, it doesn't matter.
Every step of the way that you replace data with triggers, you are introducing delay. I used to think that the delay was just 0.0625 seconds, but it's probably more and depends on the connections of every player in the game.
Every time you introduce delay, you make your game feel less responsive, and add the potential for unanticipated bugs to occur during that delay.
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How bad is it to mix Data stuffs like Effects and Abilities with Trigger events and actions?
I'm not too good with Data but I feel like I can do anything with Triggers. So will this be a bad idea? Can Triggers be an efficient substitute to some things I don't know how to do with Data?
This might deal with durations (Wait), AoE (Pick Units), movement (Instantly Move), etc.
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
I think Persistents are (Waits) Search Areas are (Pick Units), and Teleport should be (Instantly Move), but no, the only problem I've had using triggers and data interchangeably was inconsistency.
Do triggers produce more lag than its data counterpart?
Member since 2010. Made the -The Thing- [Revival] game. Nostalgic of the WC3 days.
Depends on the trigger really.
Death effects are much more lag-free when done with data.
Move instantly doesn't really cause any lag.
I don't even notice any consistent pattern when it comes to trigger lag really. I think as a general rule, if you're running a trigger less than once per 0.0625 sec, it doesn't matter.
if there is a easyer solution via data. i would do it. chances are its more efficient.
@Vicboy: Go
Every step of the way that you replace data with triggers, you are introducing delay. I used to think that the delay was just 0.0625 seconds, but it's probably more and depends on the connections of every player in the game.
Every time you introduce delay, you make your game feel less responsive, and add the potential for unanticipated bugs to occur during that delay.