Questions on Mechanics of Maps & Trigs
Posted: Mon Jun 02, 2008 1:53 pm
Thanks to everyone for all the help on the last questions.
I have a few questions on general map mechanics and how things run.
I really do appreciate the support of the forum and all the time it takes to help people with their maps.
I know alot of these questions are pretty generic, is there a manual or text file someplace that teaches all the details for map edit and mechanics? Also on some of these I can make a pretty good educated guess, but I would like expert advise and certainty.
Just to note: I'm using absolutely no 'Wait' states anywhere in the map I'm working on. Also, it is not a campaign or total mod but a very fast paced multi-player online game.
1) It was mentioned (by Meta in last post) that I should be more concerned about string limits than trigger limits. Does this mean the custom added text within the map? Does this mean all text, custom unit names, comments on triggers, switch names, location names, etc? Does custom text cause a map to run slower? Would the map run faster if I went through and removed all the custom text?
And, on a side note. What's the deal with custom switch names? SCMdraft says something about changes being irreversible, but then it allows one to reset the switch name to default.
2) If there is a trigger that runs on a time cycle using a 'Death Count Countdown' and within that time cycle there is 1 trigger that has a long series of Conditions, and 9 triggers with a few Conditions each, and the time cycle starts at 6 and counts down to 0 Always. I am thinking that this may cause a slow motion effect since the computer has to check all these conditions on a frequent cycle (especially if using hyper triggers)?
3) [Always] [Kill all terran control tower for current player]
&
[Current player commands at least 1 terran control tower] [Kill all terran control tower for current player]
&
[Current player brings at least 1 terran control tower to location] [Kill all terran control tower for current player]
Will 1 of these triggers run with less system load than the others? My thinking is that the [Always] condition may cause more system load because the computer is always looking to run that trigger even when the conditions of a control tower present aren't met. While the others will let the computer destroy control tower only when the control tower is present. But the 2nd set may cause more system load because the computer has to continually check if the player has a control tower.
Basically the question is, does the [Always] condition cause more system load or does a more complex condition cause more system load?
4) I know 'Wait' states can have unusual effects in a map and that they stack. So far I have absolutely no wait states anywhere in the map. The question is, if I have a trigger that has no 'preserve trigger' action and 1 short 'wait' state. Such as displaying a single text at start of map. Will the presence of that single non-preserved wait state affect anything else in the map ever? In general I'm afraid of wait states and try not to use them ever.
Especially, does that single non-preserved 'wait' state have any affect on the hyper trigger trick?
5) Do triggers with no 'preserve trigger' condition have any affect on system load or the trigger cycle after they have run (besides taking up string space)? Does the computer run through that trigger later and disregard it or does it actually vanish after being run?
6) It seems as if a single location can be in multiple places at once, or does it just move really fast?
7) Is it possible that computers with slower CPU's might have problems playing maps with the hyper trigger trick?
Would a 'Comment' in the place of 1 [wait for 0 milliseconds] condition in each of the 3 hyper triggers affect the effectiveness or function of the hyper triggers?
I have a few questions on general map mechanics and how things run.
I really do appreciate the support of the forum and all the time it takes to help people with their maps.

I know alot of these questions are pretty generic, is there a manual or text file someplace that teaches all the details for map edit and mechanics? Also on some of these I can make a pretty good educated guess, but I would like expert advise and certainty.
Just to note: I'm using absolutely no 'Wait' states anywhere in the map I'm working on. Also, it is not a campaign or total mod but a very fast paced multi-player online game.
1) It was mentioned (by Meta in last post) that I should be more concerned about string limits than trigger limits. Does this mean the custom added text within the map? Does this mean all text, custom unit names, comments on triggers, switch names, location names, etc? Does custom text cause a map to run slower? Would the map run faster if I went through and removed all the custom text?
And, on a side note. What's the deal with custom switch names? SCMdraft says something about changes being irreversible, but then it allows one to reset the switch name to default.
2) If there is a trigger that runs on a time cycle using a 'Death Count Countdown' and within that time cycle there is 1 trigger that has a long series of Conditions, and 9 triggers with a few Conditions each, and the time cycle starts at 6 and counts down to 0 Always. I am thinking that this may cause a slow motion effect since the computer has to check all these conditions on a frequent cycle (especially if using hyper triggers)?
3) [Always] [Kill all terran control tower for current player]
&
[Current player commands at least 1 terran control tower] [Kill all terran control tower for current player]
&
[Current player brings at least 1 terran control tower to location] [Kill all terran control tower for current player]
Will 1 of these triggers run with less system load than the others? My thinking is that the [Always] condition may cause more system load because the computer is always looking to run that trigger even when the conditions of a control tower present aren't met. While the others will let the computer destroy control tower only when the control tower is present. But the 2nd set may cause more system load because the computer has to continually check if the player has a control tower.
Basically the question is, does the [Always] condition cause more system load or does a more complex condition cause more system load?
4) I know 'Wait' states can have unusual effects in a map and that they stack. So far I have absolutely no wait states anywhere in the map. The question is, if I have a trigger that has no 'preserve trigger' action and 1 short 'wait' state. Such as displaying a single text at start of map. Will the presence of that single non-preserved wait state affect anything else in the map ever? In general I'm afraid of wait states and try not to use them ever.
Especially, does that single non-preserved 'wait' state have any affect on the hyper trigger trick?
5) Do triggers with no 'preserve trigger' condition have any affect on system load or the trigger cycle after they have run (besides taking up string space)? Does the computer run through that trigger later and disregard it or does it actually vanish after being run?
6) It seems as if a single location can be in multiple places at once, or does it just move really fast?
7) Is it possible that computers with slower CPU's might have problems playing maps with the hyper trigger trick?
Would a 'Comment' in the place of 1 [wait for 0 milliseconds] condition in each of the 3 hyper triggers affect the effectiveness or function of the hyper triggers?