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limit op on the main function ?

02-22-2008, 04:28 PM#1
Troll-Brain
must i care the limit op if i use this ? :

Collapse JASS:
//! inject main

    call MyScopeA_Init()
    call MyScopeB_Init()
    call MyScopeC_Init()
    call MyLibraryA_Init()
    call MyLibraryB_Init()
    call MyLibraryC_Init() ...


//! dovjassinit

   // gui initialisation

//! endinject

If the inits are huge, just it increase the loading time of the map ?
As i test, i think that, but just want to be sure
02-22-2008, 04:42 PM#2
Captain Griffen
Define 'huge'.

And, really, if concerned, use ExecuteFunc("MyScopeA_Init").
02-22-2008, 05:05 PM#3
Troll-Brain
for example create 8000 units (it's just a senseless example)

when you use ExecuteFunction in a same function you won't reach the limit op ? of course if a single function don't ...
02-22-2008, 05:16 PM#4
Vexorian
Why are you mostly doing vJass' work manually? Also, ExecuteFunc creates another thread, so you got a unique limit op per function you call that way.
02-22-2008, 05:17 PM#5
Silvenon
Better use .execute() instead of ExecuteFunc()
02-22-2008, 05:17 PM#6
Vexorian
I wonder if that sort of stuff would work correctly before vJassInit
02-22-2008, 05:49 PM#7
Troll-Brain
Quote:
Originally Posted by Vexorian
Why are you mostly doing vJass' work manually? Also, ExecuteFunc creates another thread, so you got a unique limit op per function you call that way.

Because some inits depends to some others and i prefer to control it without needs attribute, so i don't use initializer in this case

Well, if i must care about the limit op i will use ExecuteFunction so, but i think i don't need it.
Thx for the answers