I use timers instead of waits,but triggers still goes slower then it should

Kuberr24

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Below is a shortened version of a trigger I made.

Problem: the actions that the timer is supposed to do every 0.5 seconds, are done +/- every 1.1 seconds. Is this because using a gamecache is so slow? will using a hashtable once 1.23b is released solve this?


JASS:
function F1 takes nothing returns nothing
   local timer T = GetExpiredTimer()
   local unit U = GetHandleUnit(T,"caster")
   local integer I = GetUnitAbilityLevel(U,'A00F')
   local integer Count = GetHandleInt(T,"count")+1 
   
   // ...
   //some actions here
   // ...   

       
   if(Count>5) then
       call PauseTimer(T)
   else
       call SetHandleInt(T,"count",Count)
   endif
endfunction

function CallofChaos_Actions takes nothing returns nothing
    local unit U = GetSpellAbilityUnit()
    local timer T = CreateTimer()
    call SetHandleHandle(T,"caster",U)
    call SetHandleInt(T,"count",0)
    call TimerStart(T,0.5,true,function F1)
    call PolledWait(10)  
    call DestroyTimer(T)
endfunction
 
Gamecache is only slow in a processing requirement sense; as long as everything is running smoothly, it should still look like half-seconds. At least half game-seconds anyway.

Have you tried having something keep count of game seconds and then keep count of timer executions and clock it that way? It should be firing every .5 game-seconds.

Are you playing with a slow game speed?
 
JASS:
    call PolledWait(10)  
    call DestroyTimer(T)


Those two lines aren't needed. From what I've heard, using PolledWait is bad. Simply pause/destroy the timer in your F1.

If you have vJass and are willing to import a system, I can re-write this for you giving pinpoint accuracy.
 
Problem fixed!

I used your idea of creating an extra timer and covnerting that timer to string and display messages with that timers total time so I can accurately see each time when F1 executes.

The problem was, instead of using 0,5, in my real trigger i used:

JASS:
local integer I = Ability of level
local integer TimerExecuteEveryThisTime = (4-I)/2


this way, at level 1, the wait would be (4-1)/2 = 1,5sec
level 2: 1sec, level 3: 0,5sec

but in the game(I checked with the timer messages) the time you wait was:
level1: 2sec
level2: 1sec
level3: 1sec

so the problem was.. I used integers! not reals! and when calculating with integers, he roudns everything down ;( !!

so one simple I2R(ability level for unit) solved it ;)
 
Integers don't have decimals :( You need reals for that :D

Scratch this post XD Didn't read the whole post before this :(
 
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