The runtime execution of triggers will not add to the 2.5mb limit in any way. Unless you're making copying the trigger once for every player, so you'd basically have 96 triggers. In this case it's just horrible programming.
Peroidic execution however DOES add to the required memory on runtime (which is a different thing!). A little only, but still. It would be better to merge all 8 triggers into one and only execute this one.
I don't see any reason of having 8 peroidic triggers with the same interval running. Just update all 'hills' in the same trigger.
Theoretically, isn't it possible that putting to much content into 1 single trigger could be worse than having 8 individual 1 second triggers, especially when there is SOOOOO much content per each trigger? After compiling all triggers into one I now have 1 trigger running every second that has 32 variables and 616 lines of code. Is this going to be worse or better? fi they are broken up then there are 4 variables a piece and 77 lines of code a piece but 8 triggers.
I've taken the Large Protoss Beacon and enlarged it considerably. As a result, the brightness when you test the map out makes it so that you can barely see the units if they are within the beacon. Is there a way to tone down the brightness and make it more dull? Also it seems to me that the beacon sits up higher than the ground intersecting buildings and even covering some. is there a way to lower the height of this object so that it sits perfectly on the ground?
Sense it is a unit I'm having trouble placing them on my map under a zelnaga watchtower. How do I make it so that this Beacon can't collide with other units and buildings can be built on its radius if I want?
Ok please take a look at this pic at the bottom you can see a circular glowing protoss symbol aura (next to the forcefields). Does anyone know how to make these? I cant seem to find them anywhere.
I'm trying to find something that I can place on the ground that is circular shaped that glows. Maybe like a doodad that looks like a giant decal? something that can be walked and that is flat.
I'm trying to specify a specific circular area on my map this would be helpful. I've seen them on some of the custom maps that I've played on b.net. Anyone know?
Real quick my map is composed of a neutral computer player on each team. Units are spawned for these neutral computer players and directed to move and attack whatever gets in their path. Which is the other neutral team computer player. I have 2 paths setup for these units to walk and they spawn constantly. I hear the "your allies are under attack" about every 2-3 seconds and it's driving me absolutely insane how do i get rid of it?
bad! never ever use timers! there is almost always a event for what you have a timer for, unless you are doing something small like counting game time. if you have 12 players in a game each exciting 8 triggers every 1 second you are going to hit you memory cap of 2.5mb quick. also if the trigger errors for any reason battle net turned it off if its a re-occurring trigger and your trigger will be useless.
Well I would love to not use 1 second triggers. Unfortunately, I don't know of any other way to execute my triggers... You see I'm doing a King of the Hill Variant. And there are 8 "Hills" each updating a leaderboard every second (as to how many units are in the region every gametime second). Anyways, if you have a better Idea please let me know.
I made a custom ability that regenerates 10 shields a second for 10 seconds long. I have it set to have 5 levels of the ability. Under "costs+" in the ability section when I made the 5 levels for the ability I could not find an option in their that changes the regeneration rate itself, rather It seems I can only lower the cooldown time on it. How do I make my ability (with 5 levels) increase the regeneration rate from level 1 10 shields a second to level 2 15 shields a second and so on?
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Theoretically, isn't it possible that putting to much content into 1 single trigger could be worse than having 8 individual 1 second triggers, especially when there is SOOOOO much content per each trigger? After compiling all triggers into one I now have 1 trigger running every second that has 32 variables and 616 lines of code. Is this going to be worse or better? fi they are broken up then there are 4 variables a piece and 77 lines of code a piece but 8 triggers.
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@caspersc: Go
How do you edit the alpha texture?
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I've taken the Large Protoss Beacon and enlarged it considerably. As a result, the brightness when you test the map out makes it so that you can barely see the units if they are within the beacon. Is there a way to tone down the brightness and make it more dull? Also it seems to me that the beacon sits up higher than the ground intersecting buildings and even covering some. is there a way to lower the height of this object so that it sits perfectly on the ground?
Thank you
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@Etravex: Go
Sense it is a unit I'm having trouble placing them on my map under a zelnaga watchtower. How do I make it so that this Beacon can't collide with other units and buildings can be built on its radius if I want?
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@Efluv: Go
thank you thank you
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Ok please take a look at this pic at the bottom you can see a circular glowing protoss symbol aura (next to the forcefields). Does anyone know how to make these? I cant seem to find them anywhere.
http://www.sc2mapster.com/maps/tag-youre-it/
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@desiderius1: Go
These are not auras they are just added lighting. I'm actually looking for a glowing symbol that is circular that can be walked on. Anyone know?
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@Lennywing: Go
Thank you so much!
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I'm trying to find something that I can place on the ground that is circular shaped that glows. Maybe like a doodad that looks like a giant decal? something that can be walked and that is flat.
I'm trying to specify a specific circular area on my map this would be helpful. I've seen them on some of the custom maps that I've played on b.net. Anyone know?
0
Real quick my map is composed of a neutral computer player on each team. Units are spawned for these neutral computer players and directed to move and attack whatever gets in their path. Which is the other neutral team computer player. I have 2 paths setup for these units to walk and they spawn constantly. I hear the "your allies are under attack" about every 2-3 seconds and it's driving me absolutely insane how do i get rid of it?
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Well I would love to not use 1 second triggers. Unfortunately, I don't know of any other way to execute my triggers... You see I'm doing a King of the Hill Variant. And there are 8 "Hills" each updating a leaderboard every second (as to how many units are in the region every gametime second). Anyways, if you have a better Idea please let me know.
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Is it a bad thing to have 8 different triggers running every 1 second of gametime?
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@xenrathe: Go
Than k you !
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I made a custom ability that regenerates 10 shields a second for 10 seconds long. I have it set to have 5 levels of the ability. Under "costs+" in the ability section when I made the 5 levels for the ability I could not find an option in their that changes the regeneration rate itself, rather It seems I can only lower the cooldown time on it. How do I make my ability (with 5 levels) increase the regeneration rate from level 1 10 shields a second to level 2 15 shields a second and so on?