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Hi there. Welcome to the lua wizardry club.
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Hi there. Welcome to the lua wizardry club.
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\n
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\n
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----
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----
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\n
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\n
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local Pull = 0
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local Pull = 0
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...
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...
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GiveOrderToUnit (unitID, CMD_PUSH_PULL, {Pull}, 0)
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GiveOrderToUnit (unitID, CMD_PUSH_PULL, {Pull}, 0)
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\n
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\n
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[quote]
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[quote]
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local Pull = {0}
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local Pull = {0}
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\n
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\n
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GiveOrderToUnit(unitID,CMD_PUSH_PULL, Pull,0)
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GiveOrderToUnit(unitID,CMD_PUSH_PULL, Pull,0)
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[/quote]
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[/quote]
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\n
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\n
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Recreating
a
table
every
time
you
call
this
is
insanity.
It's
very
expensive
to
create
a
table.
Now
imagine
how
expensive
it
is
to
create
a
table
every
time
you're
using
this
callout.
This
is
an
optimization
though.
Basically
good
points:
|
15 |
Recreating
a
table
every
time
you
call
this
is
insanity.
It's
very
expensive
to
create
a
table.
This
is
an
optimization
though.
Basically
good
points:
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\n
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\n
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* Using speedups is both good for your personal timesaving AND good for performance! Speedups are ~47-58% faster iirc.
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* Using speedups is both good for your personal timesaving AND good for performance! Speedups are ~47-58% faster iirc.
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* Try to keep tables around you're going to be reusing.
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* Try to keep tables around you're going to be reusing.
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\n
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\n
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----
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----
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\n
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\n
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[quote]
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[quote]
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if Spring.GetSpectatingState() then
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if Spring.GetSpectatingState() then
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widgetHandler:RemoveWidget()
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widgetHandler:RemoveWidget()
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end
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end
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[/quote]
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[/quote]
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\n
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\n
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Move this to Initialize() and PlayerChanged(playerID) [?]. It doesn't belong in UnitFinished. Just don't need this check happening every time a unit is finished.
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28 |
Move this to Initialize() and PlayerChanged(playerID) [?]. It doesn't belong in UnitFinished. Just don't need this check happening every time a unit is finished.
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