1. #1

    Interval trigger question

    I heard that running too many interval triggers at once could cause performance issues so i was wondering, would it be less work for the game if i used a single interval trigger linked to an impulse splitter which would be linked to everything on my map that is running off a constant interval trigger? I would chain them all up i a huge chain but i have a lot of ends that cant finish links etc and i also assume there is a maximum chain value that the game can handle (and i think my chains will be longer if i tried to link them all up).
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  2. #2

    I've wanted to know the answer to this question as well. I think I asked Mutetus a long time ago on an Editor Stream, I don't quite remember his full answer. I believe he said to just use separate impulse triggers and not one big impulse splitter? It had something to do with extra time used in the splitters and that impulse triggers just go in the order you placed them. So for example the first trigger to be placed will always evaluate its "chain" of events first, then the next Impulse Trigger you placed and so on.

    Take my answer lightly though, I could be completely wrong. Hopefully one of the Editor Masters knows the real answer. I also added your question to my Editor Questions list here ---> http://forums.ubi.com/showthread.php...itor-Questions If you find out the answer let me know so I can add the answer to the list as well.

    Best Regards,
    - PneumaticBog484
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  3. #3
    mutetus's Avatar Trials Developer
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    The best practice for the splitter is to split the impulse in the middle of a logic chain when additional logic chains are added to existing ones. Splitting interval trigger saves only few bytes of memory by reducing the object count and is definitely worse for animations if they all run from the same impulse all the time, the key is to enable/disable stuff when needed during the flow of the track. The logic is still processed in the order of placement, but if I remember correctly, the splitter can be used to change the order, but that's just for advanced logic where the order of events is critical, e.g. when two individual logic chains alter the same datasource during one tick. The maximum depth of a logic chain per impulse is 500 but in normal circumstances there's no point having long chains of events if the events have nothing to do with each other.
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