- Joined
- Jul 10, 2007
- Messages
- 6,306
Your trigger refresh will bug up on locust units.
If you use my trigger refresh, your damage event will run 2x for spell damage. You disable the damage event trigger, but that doesn't have anything to do with the TriggerRefresh macro.
Your init also still runs with or without the macro, meaning that your damage event will run a total of 3x, once for your stuff and 2 for trigger refresh.
Consider a map like Risk with 1000s of units. Whenever you do your simple trigger refresh, it'll do 1 trigger evaluation for every single unit... that'll make the map unplayable every 30 seconds. Hardly cool : p.
The cost of having complex and efficient trigger rebuilding, like my little macro, is that you have to run spell damage 2x to fix the damage. The benefit is that you don't have major performance drops with simple trigger refreshing ;D.
If you use my trigger refresh, your damage event will run 2x for spell damage. You disable the damage event trigger, but that doesn't have anything to do with the TriggerRefresh macro.
Your init also still runs with or without the macro, meaning that your damage event will run a total of 3x, once for your stuff and 2 for trigger refresh.
Consider a map like Risk with 1000s of units. Whenever you do your simple trigger refresh, it'll do 1 trigger evaluation for every single unit... that'll make the map unplayable every 30 seconds. Hardly cool : p.
The cost of having complex and efficient trigger rebuilding, like my little macro, is that you have to run spell damage 2x to fix the damage. The benefit is that you don't have major performance drops with simple trigger refreshing ;D.