MindWorX
Tool Moderator
- Joined
- Aug 3, 2004
- Messages
- 709
I can't even imagine what would cause this issue. The naive approach of iterating all units and then all regions for those units would result in a worst case complexity of O(N^2) which isn't great if you have lots of units and lots of regions, but it wouldn't matter how big any regions are. I wonder if they tried to reduce the complexity below O(N^2) but in the process added some other problem.Yes it has always been like this. Last year, before the recent patches, someone reported their map having strange path finding behaviour and other bugs. Turns out too many unit enters region events was the cause then as well.
I do not see any reason to have more than 1 unit enters playable map area event anyway. You can get that trigger to execute other triggers or simply call other functions.
I am guessing it is because the way the event works has some huge internal complexity which is shared by other systems such as path finding. The trigger systems stopping working is likely the result of the op limit as you may find that either binding the event or creating a region of that size uses a lot of the op limit.