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Trigger and data editor efficiency

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I have always been wondering about the difference of efficiency when using the data editor versus triggers. For example when creating an ability, the data editor seems better but is it ok to create abilities with triggers like the way you did in wc3?

I'm currently creating a small arena map where there are very few units. If I chose to create most of the abilities with triggers, abilities that use dummy units that knock back or spawn units, will this affect the game's performance?

Is it considered "noobish" to create abilities with triggers?
 
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Actually I would say it would be less noobish to create them with triggers, but what you actually want to do is use both. The data editor is well used and the best if what you want to do is inside its limits, since it will then be a part of the game and not risk leaks for instance (besides most "triggered" abilities are still based on a edit to the data editor).

So summation: The triggers is a part of the ability, allowing for unique ideas and effects not possible with the old system, just make certain you avoid all the problems it can cause, such as before mentioned leaks (creating locations without deleting them and so forth), also make sure that if multiple people have the same ability that it is possible for them to actually use it at the same time. For instance if you use an ability where its making use of one specific unit to cast the spell (besides the caster of course) then it will fuck up if another was to cast the same ability around the same time. Also be certain that the event trigger for the ability is correctly matched with the ability you intend to use, a common mistake is to use the event such that the ability is not yet activated hence doesn't trigger (referring to cast / target of a spell so forth).

If this made any sense to you so far then moving on: if you want to be really sure your doing it right then you should use the data editor (using your term here, since I would call it the object editor) and the trigger editor in combination, then you will want to use not the GUI triggers (which is the simple ones in some way), but instead use JASS as the coding language allows a lot more freedom (and room for errors), but also for a more smooth coding if the bugs are avoided (which returns me to the point that if you can do it with the "data editor" then do it, since it won't have the same impact on system resources. :smile:

Hope that made some sense.

And once again: Its not noobish to create abilities with triggers, in fact I wished more people did so in their maps to make them more interesting.
 
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Thanks for the answer. I know how to make mui abilities without data leaks. But some of my abilities can be created in the data editor but I still create them in triggers because I think it's easier. Abilities with knockback that require while or for feels sloppy compared to the data editors knockback, but I don't know very much about this.
 
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Yea, but in my opinion it depends on how the knockback is made, though being who I am I would tend to prefer the data as well, not just due to before said reasons.

As long as the complexity is the same the data made systems should perform better. However triggers can be very useful for adding mechanics that are not supported by data.

And thats the way to say what I used 11 lines to say in one.. :grin: Though I did try to make it more in depth.
 
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