Would add/subbing 1000's, 10000's or 100000's of deaths in an action create any/anynoticable lag?
Thanks
Post has been edited 1 time(s), last time on Aug 1 2008, 11:57 am by Kaias.
None.
Why don't you test it on a map.
None.
Buffer overflow comes from nonstandard units (unitID 3849). Any of the normal units are fine, and can't go higher than that huge number (see
map limits). It can't go lower than 0 by subtraction either.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Modifying dcs doesn't create lag.
How high can a death counter be before reaching into buffer overflow?
And would add/subbing 1000's, 10000's or 100000's of deaths in an action create any/anynoticable lag?
Thanks
Do you mean using extended deaths? Or the max number a death counter can store? It is either 4294967295 or 2147483648 (depending on wheter it is a signed value or not).
Also subtracting/adding any value takes the same time.
?????
How high can a death counter be before reaching into buffer overflow?
And would add/subbing 1000's, 10000's or 100000's of deaths in an action create any/anynoticable lag?
Thanks
Do you mean using extended deaths? Or the max number a death counter can store? It is either 4294967295 or 2147483648 (depending on wheter it is a signed value or not).
Also subtracting/adding any value takes the same time.
Thanks, consider it solved
None.