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You can even use every 0.03 intervals but remember to clean any stored variable.
you can move your trigger actions into condition section to not start new thread every time
zibi
Untitled Trigger 007

Events


Unit - A unit Acquires an item

Conditions


((Item being manipulated) is A powerup) Equal to True

Actions


Item - Remove (Item being manipulated)


Game - Display to (All players) for 0.50 seconds the text: Powerup used
Untitled Trigger 005

Events


Unit - A unit Loses an item

Conditions


(Charges remaining in (Item being manipulated)) Greater than 0

Actions


Wait 0.01 seconds


Item - Pick every item in (Playable map area) and do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Item being manipulated) Equal to (Picked item)





Then - Actions






Game - Display to (All players) for 0.50 seconds the text: Dropped






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








((Item being manipulated) is in Region 000 <gen>) Equal to True







Then - Actions








Game - Display to (All players) for 0.50 seconds the text: In Region







Else - Actions





Else - Actions
It can be bad if it uses expensive actions (big loops, big unit groups and stuff).
There is most likely a better way to check this. How does the item get into this region? Does a unit drop it? You could perform the check only when a unit drops an item. You don't want to spam these kinds of repeated checks because you might slow your game down.
That is a very bold statement to make... I am sure there are at least a dozen people on this site who could make a 0.5 second periodic trigger than does cause performance problems.0.5 seconds will not cause any problems, even with the largest of triggers.
That is a vary bold statement to make... I am sure there are at least a dozen people on this site who could make a 0.5 second periodic trigger than does cause performance problems.
Or do something such as picking every unit near every unit and doing some calculations from that.I think you'd almost have to deliberately be making a faulty trigger for 2 times a second to be the actual cause of any lag.