Which causes less CPU strain?
Trigger |
Players: |
¤ Player 1 |
Conditions: |
¤ Always |
Actions: |
¤ Modify Unit Hit Points: Set to 100% for men at Heal Zone.
|
¤ Preserve Trigger. |
Trigger |
Players: |
¤ Player 1 |
Conditions: |
¤ Player 1 brings at least 1 men to Heal Zone. |
Actions: |
¤ Modify Unit Hit Points: Set to 100% for men at Heal Zone.
|
¤ Preserve Trigger. |
-EE
Unless you're running StarCraft on a 486 or something there should be no noticable difference. But technically the first one takes up more memory, based on the average time spent playing the map.
The second would take less processing since it's conditional and not constant, but yeah -- it's not like there will be much of a difference. I guess you could also boil it down to the fact that the second trigger would have to be applied for Current Player and be checkmarked for the whole player Force or something. There are tiny differences among them, if that matters at all.
Since starcraft checks every trigger one by one, it would only take 1 more step when doing the always. Considering the requirement for that, it would take thousands (or even a multiple of that) of triggers running on always to create lag from doing nothing.
However, it is usually better to use conditions that actually check before they act because you then have more control over them.