Some questions...
#4

1. It will not crash the server, I always kill a timer (even if it is not running yet) before setting it to execute.
2. It really depends on how you use each aspect. The less to execute in every tick, the less drop seen.
3. Not going to happen, there are limits - yet, it isn't probable (theoretically).
4. A better question would be "Foreach or "new pool = GetPlayerPoolSize(); for(new i = 0; i <= pool; i ++)"?". If you know how they both work, then you would get your answer. Foreach loops through all the connected players and GetPlayerPoolSize() loops goes through all the players till the player with the highest id (0, 1, 2, 5), up to 5 even if 3 and 4 isn't online. So technically, foreach.
5. I would personally make individual timers.
6. It's technically the same thing - it's nanoseconds (or the same), you aren't going to get any benefit out of it.
7. Think of includes as a copy and paste feature, it will just paste the code into your script. No, it won't. Your script is basically one line.

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Originally Posted by DusanInfinity
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Is there any code to check is timer active? I have that timer for all players(new JumpReset[MAX_PLAYERS]
If the timer is active, JumpReset wont be 0?
Use YSF, even though I wouldn't. Nor do I know why you would want to do that, if you knew what you are exactly doing within your script.
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Messages In This Thread
Some questions... - by DusanInfinity - 25.07.2015, 18:32
Re: Some questions... - by DarkLored - 25.07.2015, 18:49
Re: Some questions... - by DusanInfinity - 25.07.2015, 19:00
Re: Some questions... - by SickAttack - 25.07.2015, 19:04
Re: Some questions... - by DusanInfinity - 25.07.2015, 19:14
Re: Some questions... - by SickAttack - 25.07.2015, 19:23
Re: Some questions... - by DusanInfinity - 25.07.2015, 19:27
Re: Some questions... - by Vince - 25.07.2015, 19:31
Re: Some questions... - by DusanInfinity - 26.07.2015, 19:54
Re: Some questions... - by TwinkiDaBoss - 26.07.2015, 20:33

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