QUOTE(Drakiel @ Sep 30 2004, 02:18 AM)
Many people are saying use WAIT triggers within the process.
I always thought wait triggers halt other triggers.
Therefore multiple waits = laggy triggers.
I think someone else up there said Wait at unused area? or something?
In order to make it not interfere.
How does this work?
I NEVER use wait in ANY of my maps, I just preserve add 1 gas, or something.
THANKS!
-Drakiel
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Yeah wait triggers can cause a unexpected slow down. Each of the 8 players can exicute a wait simontainously. But if another trigger runs during the time that wait is being ran, any other waits controled by the same player must wait for the original one to finish before it can start. This is called a wait block, wait blocks do not happen between two players only within one of them.
Its alright to use waits as long as your aware of what waits you have going on. Generally any really long wait (longer than 2 seconds) shouldn't be just thrown in lightly. You must first consider the time it will run and figure out if another wait might start after it, and if it does will it be a problem if it waits the extra 2 seconds.
Then of course there is the music problem that everyone notices, when a long wait is preserved and 'always fireing' Then it gives little time for other waits to run thus slowing down all the other triggers with waits in it controled by the same player. The solution people commonly come up with is to basicly combine all the human players waits and have a computer wait it out instead. As long as the computer player doesn't run waits then it will be fine and the rest of the human players can run waits normaly.
Then of course you got to worry about the change on trigger order waits cause but thats for a whole other day lol.