Death Counters
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Aug 1 2008, 8:16 am
By: Kaias  

Aug 1 2008, 8:16 am Kaias Post #1



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.

Aug 1 2008, 8:21 am KyleIs1337 Post #2



Why don't you test it on a map.



None.

Aug 1 2008, 9:26 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

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?"

Aug 1 2008, 10:09 am NudeRaider Post #4

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.




Aug 1 2008, 10:58 am Clokr_ Post #5



Quote from Kaias
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.



?????

Aug 1 2008, 11:59 am Kaias Post #6



Quote from Clokr_
Quote from Kaias
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.

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