以下内容用处不多,我就不翻译了.就是当你的地图因为触发的原因Lag的时候.用时间值大的加速触法或者优化你所有的触发吧.
如果你想翻译的话.翻译完后编辑掉英文的部分.把你翻译后的内容粘上去.然后短消息找我.我给你加分
Often, complex maps or maps that require actions every trigger cycle will cause map lag, due to the CPU load of running triggers 12 times every 1.008 seconds. Fortunately with hyper triggers, the Wait time can be customized to determine how many cycles per second the triggers will run. Since in most cases it is not necessary to run hyper triggers as fast as Starcraft allows, unintentional map lag is often caused by attempting to run triggers faster than is necessary.
Most of this misunderstanding seems to be centered on a confusion around what the Wait action actually does. When the computer comes across a wait action it will run a full trigger cycle at approximately 1/12th of a second, then wait the alotted time. An isolated Wait(0) action will thus run two trigger cycles at 1/12th of a second, whereas an isolated Wait(168) action will run one cycle at 1/12th of a second and one cycle after waiting 1/6th of a second.
Basically, Starcraft always runs triggers at 1/12th of a second, regardless of how long the cooldown between trigger cycles is. The Wait action, when used properly, customizes this cooldown to whatever the mapmaker wishes, with a minimum of 84 milliseconds. Common hypers at Wait(84) are thus equivalent to hypers set at Wait(0), simply because the trigger cycle in Starcraft will NOT repeat faster than 84 milliseconds.
Applying this understanding, say you wanted to run a trigger cycle 6 times every second instead of 12 throughout the entire game. You would use something similar to the common hypertrigger above, except with your wait set at 168 milliseconds instead of 84 or 0 milliseconds:
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Four times every 1.008 seconds would be 252 milliseconds, three times would be 336 milliseconds, etc.
Using the knowledge on this page it is possible to fully customize when and how fast your triggers are running, eliminate map lag and optimize trigger timing. Using a combination of simple hyper triggers and switch hyper triggers, an understanding of how adding more Wait actions influences how many trigger cycles will reset prematurely, and varying wait times, a mapmaker has total control.
(PS:使用Hyper Triggers时,循环的触发数量过多,可能导致录像不能正常播放,单位不响应玩家操作,最后录像和实际不符)
BY linyifei作者: LiangYuhui 时间: 2014-7-14 22:34
通常,复杂的地图或地图需要动作的每个触发循环将导致地图滞后,导致CPU负载运行触发12次每1.008秒。幸运的是超触发器,等待的时间可以进行定制,以确定多少每秒的触发器将运行。因为在大多数情况下不需要运行超触发器允许快速的星际争霸,无意图的滞后往往是通过尝试运行引起的触发的速度比是必要的。