1024 threads. Keep in mind that this limit could maybe change when playing on different settings or over battle.net.
This is also a great way to kill your game's performance lol.
When you say thread, are you referring to it in the context of parallel processing, or does the term have a different meaning in the editor?
Does the editor actually give you control over how many concurrent threads are run on your processor?
As Kueken said, it's refered to the threads inside Sc2. To elaborate: Sc2 can use multithreading, but I'm fairly certain they only do it for system processes like AI, unit handling, etc.
All "Galaxy threads" will always be handled in only one system thread. Two galaxy threads can never truly run at the same time. The only reason galaxy threads can be called "thread" is because they don't wait for each other (ignore the sleep events).
About the events:
All events are caught in an internal handler and then passed to galaxy triggers. This system shouldn't fail and there should never be a "lost" event unless you screw up somewhere in the triggers.
I'm not very knowledgable in terms of Data editing, but I've seen times where attribute behaviors modified the ability's stats. I don't know if that was simulated via triggers or through native data, but if there is a way to reference attributes in a spell then this would be the way go I, I'd say.
@Vexal: Go
Yes, that's possible. However, I'm not 100% sure where the limit is:
This test should create a ton of threads.
http://simplest-image-hosting.net/png-0-unbenannt56
And indeed it does:
http://simplest-image-hosting.net/png-0-unbenannt57
And the end result:
http://simplest-image-hosting.net/png-0-unbenannt58
1024 threads. Keep in mind that this limit could maybe change when playing on different settings or over battle.net.
This is also a great way to kill your game's performance lol.
PS: 2000 posts!
As Kueken said, it's refered to the threads inside Sc2. To elaborate: Sc2 can use multithreading, but I'm fairly certain they only do it for system processes like AI, unit handling, etc.
All "Galaxy threads" will always be handled in only one system thread. Two galaxy threads can never truly run at the same time. The only reason galaxy threads can be called "thread" is because they don't wait for each other (ignore the sleep events).
About the events:
All events are caught in an internal handler and then passed to galaxy triggers. This system shouldn't fail and there should never be a "lost" event unless you screw up somewhere in the triggers.
@FuzzYD: Go
I'm not very knowledgable in terms of Data editing, but I've seen times where attribute behaviors modified the ability's stats. I don't know if that was simulated via triggers or through native data, but if there is a way to reference attributes in a spell then this would be the way go I, I'd say.
PS: VoidPotato's solution is even better.