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Im am making a map and the unit movement system isnt working. Here is the attachted map. Please can you take a look at it and tell me what i have done wrong. Thank You for your time
You made everything transporting unit,whereas it should be triggering unit. Nevermind, its too much, why didnt you compress it into 1 trigger? the world may never know.
You made everything transporting unit,whereas it should be triggering unit. Nevermind, its too much, why didnt you compress it into 1 trigger? the world may never know.
Thanks yeh i musta failed at that forgetting to change +rep to both of u
Also what do you mean compress it into 1 trigger that would just cause ridicolous amounts of lag. As there would be an overcomplicated amount of conditions to check 33 diffrent units with the 33 diffrent events?
No because how you have it, it would cause more lag, create a stack of if then else statements with alot of events and conditions picking out the correct unit.
They will produce equal lag as they issue no net traffic at all as far as I know.
However, I am not too sure if combining them into 1 trigger will make it any more efficent (take less time to run).
And how would you go about this "Unit enters point x" stuff. Especially since points have no area to "enter".
I agree that you could devise some form of hashed system whereby from a point it converts it into a target point by reducing it to an area. Sort of break the map into squares and give each square a target location (mathimatically speaking).
In the end you would use the same number of events, less triggers (and related structures) but more time to find the target location. As the triggers and structures have limited perodic overhead, I recon it may actually be slower.
I don't know hashtables and don't want anything to do with them. I think ill just simply the whole thing and half the map size so less points are needed.
That still means getting what area the unit is in as there is no code to return the unit who's range has been entered, only the unit who entered the range.
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