| 05-10-2009, 06:46 PM | #1 |
In a multiplayer game, does every player reach it at the same moment or it depends the configuration of the pc/mac/whatever of each user ? Also what is exactly the limit op ? I mean i know it stops the thread, but when ? When the time of the thread execution becomes too big, or when there are too many operations executed (bytecode ?) I ask it because i need an huge initialisation, i will split the code with several .execute(), but because it's slower i will try use the less .execute as possible, so i need to know. Thx in advance. EDIT : Oops, move it to the Triggers section plz |
| 05-10-2009, 06:57 PM | #2 |
300,000 ops. Should be machine independant, never heard anything suggesting it wasn't (that's part of the point of a VM). |
| 05-10-2009, 07:12 PM | #3 | ||
Quote:
Ok so i guess the correct answer is : Quote:
Could you test this script plz : JASS:scope TestLimitOp initializer init globals private integer I = 0 endglobals private function Test takes nothing returns nothing call BJDebugMsg("press escape") loop exitwhen false set I = I +1 endloop endfunction private function Actions takes nothing returns nothing call BJDebugMsg(" ") call BJDebugMsg(" I == " + I2S(I)) // display 32293 for me endfunction private function init takes nothing returns nothing local timer tim = CreateTimer() local trigger trig = CreateTrigger() call TriggerRegisterPlayerEventEndCinematic(trig,Player(0)) call TimerStart(tim,1.0,false,function Test) call TriggerAddAction(trig,function Actions) endfunction endscope Simply press escape after you have seen the message "press escape" and tell me if you got a different result than 32293. If you got a different value than me, plz give your configuration, i guess only the processor does really matter, or not ? |
| 05-10-2009, 08:32 PM | #4 |
| 05-11-2009, 04:03 PM | #5 |
@PipeDream : Thx for the link, so it is really machine independant ? Also do you plan to make war3err compatible with the new patch that will come ? Or do you start to hate Blizzard and forget it ? :p @Litany : ExecuteFunc doesn't work neither ? If not, I guess i will use a periodic timer(0) so, or why not start the initialisation when the game time is 0. |
