I'd be interested to know if triggers will cause varying amounts of lag according to the order of their conditions.
For example, suppose I have a trigger of type "West present." Suppose that, most of the time, there will be no West units in the trigger radius. Will the following two trigger condition sets cause the same amount of lag?
Conditions:
this && alive player
Conditions:
alive player && this
The value "this" will return false most of the time. In that case, no matter whether the player is alive, the trigger conditions cannot be true as a whole. Perhaps, then, the engine saves time by ignoring the second part of the conditions. This will reduce lag, because it can move on to whatever it's supposed to do next.
On the other hand, the player will almost certainly be alive most of the time, so with the second trigger, the engine will be forced to check the other condition as well.
So it seems that the first condition may be less laggy. But perhaps the engine cannot save time by ignoring the rest of the conditions line when the line cannot be true. Does anyone know? This may be useful for improving performance.
Thanks.