Hi there.
I want to make a periodic resource system. I made a trigger for each team which consists of 3 players. See attachment for the trigger I made for that (I made of of this trigger, for each team seperately). There are 2 teams, so there is a total amount of 6 players.
The action General - Wait has a time variable [Real]. The real can be modified for each team.
Now, I want to make it personally, that player can modify the real on their own when they made a certain upgrade.
So to accomplish this I can make 6 seperate triggers for each player with a var [Real] with an array of 6.
But my question. The trigger runs every 0.5 sec at slowest rate, and can be reduced at a maximum of 48%. If i would make for each player a seperate trigger that would mean that every second 12 triggers will be activated and even more when the the time will be reduced in game when the var [Real] will be triggered.
I think thats maybe a bit too much triggers in that short amount of time for running a propper game. I'm afraid that the game will overrun on triggers when I use this method and cause lagg and that kind of stuff.
So I need a little bit advise about this one. Is it causing any trouble running 12 triggers and mayb up to 18 triggers per second (and not mentioned about the other triggers which can be triggered in game). Or is there maybe a more efficient way to accomplish why i'm trying to do?
Thanks for any input on this one.
Kind Regards.
I want to make a periodic resource system. I made a trigger for each team which consists of 3 players. See attachment for the trigger I made for that (I made of of this trigger, for each team seperately). There are 2 teams, so there is a total amount of 6 players.
The action General - Wait has a time variable [Real]. The real can be modified for each team.
Now, I want to make it personally, that player can modify the real on their own when they made a certain upgrade.
So to accomplish this I can make 6 seperate triggers for each player with a var [Real] with an array of 6.
But my question. The trigger runs every 0.5 sec at slowest rate, and can be reduced at a maximum of 48%. If i would make for each player a seperate trigger that would mean that every second 12 triggers will be activated and even more when the the time will be reduced in game when the var [Real] will be triggered.
I think thats maybe a bit too much triggers in that short amount of time for running a propper game. I'm afraid that the game will overrun on triggers when I use this method and cause lagg and that kind of stuff.
So I need a little bit advise about this one. Is it causing any trouble running 12 triggers and mayb up to 18 triggers per second (and not mentioned about the other triggers which can be triggered in game). Or is there maybe a more efficient way to accomplish why i'm trying to do?
Thanks for any input on this one.
Kind Regards.