is there a limit to the number of targets a trigger can affect? i realise that you're stuck with eight in the editor, but editing from notepad, you could add any number. does the engine only recognise the first eight, or can you go crazy and add as many as you want?
on a vaguely related note, is there any point in making efficiency considerations when constructing a dungeon? more specifically, if you have, say, 20 "laughing pits" in one area, is it worth activating them only when the party is in the area rather than have them going from the moment the dungeon loads? do these things affect RTC's efficiency at all, or would this just be a drop in the ocean?
couple of general questions about rtc editing
Moderator: George Gilbert
Forum rules
Please read the Forum rules and policies before posting. You may
to help finance the hosting costs of this forum.
Please read the Forum rules and policies before posting. You may

-
- Apprentice
- Posts: 31
- Joined: Fri Sep 10, 2004 12:24 pm
- Location: UK
- Contact:
eight is the amount the engine allows, not just the editor
You can of course target a relay with one of the eight, that can in turn trigger another eight
So there is nothign to stop you going mad and triggering 64 effects or 64*64 etc
and for efficiency, yup, since RTC monitors ever event going on in a dungeon - i think bugs have been created by having a constantly firing stram of fireballs adding and adding until the engine slowed to a crawl
this might have been dealt with a while ago, i just remember it being a problem
but as for a drop in the ocean, i think that is true - i think 20 laughing pits is nothing compared to accidentally generating 1000 monsters from a limitless generator or 3000 fireballs, etc
just somethign to keep in mind iof you ever find a dungeon playtests slowly, i htink...
You can of course target a relay with one of the eight, that can in turn trigger another eight
So there is nothign to stop you going mad and triggering 64 effects or 64*64 etc
and for efficiency, yup, since RTC monitors ever event going on in a dungeon - i think bugs have been created by having a constantly firing stram of fireballs adding and adding until the engine slowed to a crawl
this might have been dealt with a while ago, i just remember it being a problem
but as for a drop in the ocean, i think that is true - i think 20 laughing pits is nothing compared to accidentally generating 1000 monsters from a limitless generator or 3000 fireballs, etc
just somethign to keep in mind iof you ever find a dungeon playtests slowly, i htink...
- George Gilbert
- Dungeon Master
- Posts: 3022
- Joined: Mon Sep 25, 2000 11:04 am
- Location: London, England
- Contact:
To confirm Beowuufs post - any one item can only trigger 8 others, but one (or all) could be other triggers and so on...
There's an intrinsic limit of 10,000 items in the dungeon (that's *loads*, CSB and DM only use 2-3,000 each, and the engine can process all of these at once. As you approach 10,000 though things might start to slow down, but 20 pits is nowhere near this limit!
There's an intrinsic limit of 10,000 items in the dungeon (that's *loads*, CSB and DM only use 2-3,000 each, and the engine can process all of these at once. As you approach 10,000 though things might start to slow down, but 20 pits is nowhere near this limit!