no, you said 40k units. See the quote as well as the post it quotes.
Yes I said units and events after that... I think that the tone would have made the difference.
Plain DDS (without any actions or calculations) can handle 70k - 73k events.
My DDS coud handle 40k events last time I tested it.
Condition does not need to return anything, but pjass is buggy and so functions passed into Filter/Condition directly require boolean return type. If you take reference of the function, you no longer need to return anything.
Good to know... If I actually understood what you said.
I didnt want to admit this, but the main reason people use conditions instead of actions is the fact that it is that slight percentage faster(Please dont say 0.0001% before you measure, because this is basically spreading myths), but as I said, nowadays everyone uses it, and it also prevents you from using Waits, which are bad, so it is good thing.
I will stop saying any percentage but still... You said that there was a differnet reason than the performance... I still don't have it.
Disabling waits is not good. It is bad. As I said I also use waits sometimes.
If the effect is only visual I use it sometimes.
In regards to GUI, event is somthing you can find inside the selection for events. There is nothing like "Event - Unit has taken damage", and the fact that you have trigger hooked to variable state change is completly redundant, it is not Event - Unit has taken damage event, since you can take the variable and change its value freely at any time.
How is something only achievable by vJass.
JASS:
native UnitAlive takes unit u returns boolean
function f takes nothing returns nothing
local booelan b = UnitAlive(someunit)
endfunction
3 things in 5 Jass lines that can not be achieved with pure GUI(Custom script is not GUI per se). One line is unachievable without vJass at all.
I didn't say that everything vJASS can can also be done in GUI...
I said that vJASS has the same concept of GUI: They both translate into JASS.
There is nothing that vJASS can do and JASS cannot.
------------------------------------------------------------------------------------------
Ok I will use some tricks from LFH's system to finish mine asap.
In my next post on this thread you will finally understand what I am trying to say.
So here is the the map that I have been working on.
There are still some things I have to add/change.
1. Difference between melee and ranged units.
2. Check if the timer of the damage of the unit has expired.
3. Test with abilities like "Defend" and "Hardened Skin".
4. Get unit's standard attack-type and damage-type. (For easier configuration and changing of those variables.)
5. Implement the standard attack-types of standard units.
6. Make armor reduction.
7. Either remove the Runed Bracers stuff or add the spell reduction to the calculations. (This totally depends on if I can manage to get ranged unit attack stuff.)
8. Fix damage loops. (for example when a unit takes damage it deals damage to a target and the event runs again... have to set variables right... will do it at the end when I know all variables.)
9. Make the coded damage stuff.
10. Add documentation, rules and instructions.
Anyway here is a test map.
Remember that it is still unfinished and has some leaks/bad code.
EDIT: Don't mind the 1.4... As a matter of fact I had a plain DDS for a long time and had it changed a few times to 1.4
Mythic might remember that time.