Are you building a scenario? Are you too lazy or frustrated of the mass number of triggers you have to copy and paste for every player in your scenario?
If you answered yes to all those, there could be a smarter way to trigger your scenario!
Let's take a look at a specific scenario for example, such as this Risk New England:
Each trade post socket has its own set of individual checks to see if player 1, 2, 3, 4, or 5 control it, and if so, spawn the unit for them.
If player 1 controls socket
Spawn Units for player 1
...
This is very inefficient code! Because we can code it smarter and instead express this solution as:
For the player that controls this socket
Spawn units for that player
Unfortunately the scenario editor doesn't give you the chance to code it efficiently, however, I can create a trigger for you to use that does it efficiently!
TL;DR If you have a repetitive task in trigger making that you'd like to eliminate, and already have a working single case for it, I'll make you a trigger that eliminates the need for repeating the trigger for every player!
If you answered yes to all those, there could be a smarter way to trigger your scenario!
Let's take a look at a specific scenario for example, such as this Risk New England:
Each trade post socket has its own set of individual checks to see if player 1, 2, 3, 4, or 5 control it, and if so, spawn the unit for them.
Spawn Units for player 1
If player 2 controls socket
Spawn Units for player 2
Spawn Units for player 2
...
If player 5 controls socket
Spawn Units for player 5
Spawn Units for player 5
This is very inefficient code! Because we can code it smarter and instead express this solution as:
Spawn units for that player
Unfortunately the scenario editor doesn't give you the chance to code it efficiently, however, I can create a trigger for you to use that does it efficiently!
[This message has been edited by XS_UserAlex (edited 06-21-2018 @ 11:31 PM).]