problematic events---what to stay away from

  • Thread starter Thread starter Slaughter
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Slaughter

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I'm making a td, and to prevent creeps' wigging out after having been stunned, I want to use a trigger that goes:

Generic Unit Event: a unit is attacked.
--Player Controller Comparison: owner of attacking unit = computer
--Issue Order targeting a point: order attacking unit to move to (destination)

But considering that there will be creeps and towers all over the place, the trigger's going to be having it's condition checked -very- often.

Will this be a lag-inducing trigger, or put a heavy load on processors? If so, would it help to remove the condition and make the event a Player-Owned Unit event? (This would mean multiple copies of the trigger, but only four in my case, since there are only four human players).

Thanks, and forgive me if there's a tutorial or previous thread that details this. If you link me, I'll gladly sift through that. But I can't think how to search it successfully.

Thanks!
 
It's actually pretty lag unentensive.
Changing it too a player owned unit might help but it probably isn't worth the time. If the trigger is causing problem try it.
There pretty much no other way to detect attacks so if it still lags then your kind of stuffed.
 
Sweet. I loved Crossfire TD, back in the day, and mine is 'inspired-by' crossfire. Remember the raise-dead tower? I'll have a few towers that summon units to fight for you, and I wouldn't mind if under certain circumstances the creeps faught back (like, if they got stunned and came out of it with summons around them). But I absolutely do not want people losing towers.

Another related question: I have a tower with a spell. It's not an autocast spell, but I want to trigger it to cast automatically to cut down on micro. Another trigger, or bundled into the same one:

Event: unit is attacked
Condition: attacking unit type = tower with ability
Actions: issue order targeting a unit: order attacking unit to <ability> attacked unit.

There would be an if-then cluster for each ability tower that needed it, all within a 'unit is attacked' trigger. Or would it be better to have separate triggers for each ability? Then I could turn them on as that type of tower gets built, and then turn them off if it happens that they all get sold. That would probably be better.

Anyway, I get the impression that having "unit is attacked" triggers firing a lot really won't lag out my map, from your responses. This is a good thing. Does anyone disagree, and thing it will put me in trigger-lag trouble?
 
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