I had that same problem for about a month in my TD. Context: When a player's hero levels, the cost of an ability to purchase experience is supposed to be increased. I use ability level to control the price.
It says in the description that it sets the level. I finally figured out today that this is incorrect. It adds the number you put in the field.
For months, I had to deal with the price of the ability increasing exponentially.
I only have anecdotal evidence from my Tower Defense. All I can say is that triggers would not always fire. I'm not sure how to prove it, other than I eliminated every other possibility. The only thing left was to conclude that the triggers did not fire.
It can be easy to fire more than thousands. For example, if you have many units with an attack speed of zero, "any unit is attacked" can cause overflow problems.
You should be careful when linking triggers with spells. It's not guaranteed that a trigger will fire when it's supposed to if too many events fire at the same time.
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@FuzzYD: Go
I had that same problem for about a month in my TD. Context: When a player's hero levels, the cost of an ability to purchase experience is supposed to be increased. I use ability level to control the price.
It says in the description that it sets the level. I finally figured out today that this is incorrect. It adds the number you put in the field.
For months, I had to deal with the price of the ability increasing exponentially.
@s3rius: Go
"All "Galaxy threads" will always be handled in only one system thread."
Thanks, that answers my question.
There must be a limit to how many can be queued at once. I am absolutely positive it is possible to overload it.
@Kueken531: Go
I only have anecdotal evidence from my Tower Defense. All I can say is that triggers would not always fire. I'm not sure how to prove it, other than I eliminated every other possibility. The only thing left was to conclude that the triggers did not fire.
@FuzzYD: Go
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?
@Kueken531: Go
It can be easy to fire more than thousands. For example, if you have many units with an attack speed of zero, "any unit is attacked" can cause overflow problems.
@TheAlmaity: Go
Does this work if players can have multiple units with the ability?
You should be careful when linking triggers with spells. It's not guaranteed that a trigger will fire when it's supposed to if too many events fire at the same time.