| 1 |
Hi there. Welcome to the lua wizardry club.
|
1 |
Hi there. Welcome to the lua wizardry club.
|
| 2 |
\n
|
2 |
\n
|
| 3 |
----
|
3 |
----
|
| 4 |
\n
|
4 |
\n
|
| 5 |
local Pull = 0
|
5 |
local Pull = 0
|
| 6 |
...
|
6 |
...
|
| 7 |
GiveOrderToUnit (unitID, CMD_PUSH_PULL, {Pull}, 0)
|
7 |
GiveOrderToUnit (unitID, CMD_PUSH_PULL, {Pull}, 0)
|
| 8 |
\n
|
8 |
\n
|
| 9 |
[quote]
|
9 |
[quote]
|
| 10 |
local Pull = {0}
|
10 |
local Pull = {0}
|
| 11 |
\n
|
11 |
\n
|
| 12 |
GiveOrderToUnit(unitID,CMD_PUSH_PULL, Pull,0)
|
12 |
GiveOrderToUnit(unitID,CMD_PUSH_PULL, Pull,0)
|
| 13 |
[/quote]
|
13 |
[/quote]
|
| 14 |
\n
|
14 |
\n
|
| 15 |
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:
|
| 16 |
\n
|
16 |
\n
|
| 17 |
* Using speedups is both good for your personal timesaving AND good for performance! Speedups are ~47-58% faster iirc.
|
17 |
* Using speedups is both good for your personal timesaving AND good for performance! Speedups are ~47-58% faster iirc.
|
| 18 |
* Try to keep tables around you're going to be reusing.
|
18 |
* Try to keep tables around you're going to be reusing.
|
| 19 |
\n
|
19 |
\n
|
| 20 |
----
|
20 |
----
|
| 21 |
\n
|
21 |
\n
|
| 22 |
[quote]
|
22 |
[quote]
|
| 23 |
if Spring.GetSpectatingState() then
|
23 |
if Spring.GetSpectatingState() then
|
| 24 |
widgetHandler:RemoveWidget()
|
24 |
widgetHandler:RemoveWidget()
|
| 25 |
end
|
25 |
end
|
| 26 |
[/quote]
|
26 |
[/quote]
|
| 27 |
\n
|
27 |
\n
|
| 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.
|
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.
|