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Function Delays
Posted: 16 Sep 2008, 07:54
by REVENGE
When I was using GetUnitsInCylinder, I found that if a unit died within the detection cylinder, I had to wait about 10 frames before GetUnitsInCylinder would stop detecting the unit. Is this normal behavior? And is this frame delay synced across all machines?
EDIT: After thinking about this, I would like to know if 10 frames can be considered a reasonable safety value, or should I go for something higher?
Re: Function Delays
Posted: 17 Sep 2008, 01:50
by Peet
Betcha it's 15, and updated every slowupdate (1/2 second of gametime). And yes, if it's a synced function the returned value is always synced.
Re: Function Delays
Posted: 17 Sep 2008, 17:08
by Tobi
Could it be because the unit's kill script wasn't finished yet?
Re: Function Delays
Posted: 18 Sep 2008, 02:19
by REVENGE
Tobi wrote:Could it be because the unit's kill script wasn't finished yet?
Hmm...well no fancy kill script, it was just an OTA flea. But anyways, during the sim, if you have a unit-self d it will remain intact at "0" or some garbage health # for a small number of frames before it actually explodes.
Re: Function Delays
Posted: 18 Sep 2008, 12:11
by Kloot
That's because of the death countdown timer, which can still be > 0
when the killscript finishes (in 76b1 units are not completely deleted
until it reaches zero).