Moderator
M
Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
07:27, 26th Jul 2012
Magtheridon96: This system can take advantage of timers instead of units.
Units are too interactive and relatively heavy on CPU and RAM when compared to a timer.
The unit dies event will execute a ton of times causing the triggers to evaluate a lot :/
I have one idea that will be incredibly fast and user-friendly.
You would use the variable event and each spell would have one number corresponding to it
You would use one timer that runs every 0.03125 seconds and iterates over a list of instances decreasing their duration by 0.03125, and when an instance's duration is 0 or less, set your system's variable to 0, then to the spell's special integer and load data based on the instances' index from a hashtable of some sort.
But seriously now, there needs to be a reason for this to be easier than using a very simple stack :/ (dynamic indexing)
IcemanBo: Too long as NeedsFix. Rejected.
07:27, 26th Jul 2012
Magtheridon96: This system can take advantage of timers instead of units.
Units are too interactive and relatively heavy on CPU and RAM when compared to a timer.
The unit dies event will execute a ton of times causing the triggers to evaluate a lot :/
I have one idea that will be incredibly fast and user-friendly.
You would use the variable event and each spell would have one number corresponding to it
You would use one timer that runs every 0.03125 seconds and iterates over a list of instances decreasing their duration by 0.03125, and when an instance's duration is 0 or less, set your system's variable to 0, then to the spell's special integer and load data based on the instances' index from a hashtable of some sort.
But seriously now, there needs to be a reason for this to be easier than using a very simple stack :/ (dynamic indexing)