Making variable with array greater than 8192

Ben

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Any way of making a variable with an array greater than 8192,

Thanks,

Skli
 

Baltazhar

Active Member
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I'm fairly sure that you hit the limit, at least for the regular editor.

Never tried any of the unofficial version - Although they get great reviews.
 

Builder Bob

Live free or don't
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There isn't.

However, you can simulate a bigger array by using multiple arrays in series one after the other. Jass NewGen does this automatically when you try to make arrays greater than maximum size.
 

Igor_Z

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First of all why? Is that a problem to make more variables with smaller arrays?
 

Ben

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Its not a problem that can't be solved, however, it will take longer to script and initially be more buggy :p. I was just hoping there might be a simple fix,

Skli
 

Igor_Z

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Hmph, do you use your variable more than 8192 times? I think that can't be possible.. U can use a variable in 1 map 200-300 times maximum, so you might not need that big array. + big array is hard to load so you'll have lag in preloading the map(when starting the map) and it may cause lag in the game
 

UndeadDragon

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He may be using more than 8192 array indexes by setting a variable every time a unit casts a spell (or something similar).
 

Builder Bob

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I have an array with the size 60000 in a map I'm making, so it's definitely possible to require this many instances. It doesn't take much more time to load either. Large model files stress loading time a lot more.
 

Ben

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I need it as every unit which appears on the map throughout the entire game requires its own array index as part of a battalions system I'm creating for my map :) - I had thought 8192 would be plenty until I just had a very long test game during which 8.192k units were spawned and everything then fell apart :(,

Skli
 

perkeyone

something clever
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if the array is for units then maybe after a unit dies you can empty out its index and make it available for use by a new unit
 

Ben

New Member
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That would seem sensible, however, I don't see how I could do that simply and if more than 8k units were to exist together (this could possibly occur) then the problem would still exist :p

Skli
 

Dameon

"All the power in the world resides in the eyes"
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127
it wont matter, you can only run a certain amount of actions in a trigger before it cuts its self off.

Use this map to find out how many you can run.

it should be around 4545 if you got a good comp.
 

Attachments

  • Action Count.w3x
    16.2 KB · Views: 190

SFilip

Gone but not forgotten
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JASS:
scope LimitlessArray initializer Init

globals
    private gamecache cache
    private integer array data1
    private integer array data2
endglobals

public function Set takes integer index, integer value returns nothing
    if (index < 8191) then
        set data1[index] = value
    elseif (index < 16382) then
        set data2[index-8191] = value
    else
        call StoreInteger(cache, "data", I2S(index), value)
    endif
endfunction

public function Get takes integer index returns value
    if (index < 8191) then
        return data1[index]
    elseif (index < 16382) then
        return data2[index-8191]
    endif
    return GetStoredInteger(cache, "data", I2S(index))
endfunction

private function Init takes nothing returns nothing
    set cache = InitGameCache("arraydata.w3v")
endfunction

endscope


Requires NewGen. Get it here.
It allows you to use any array index. First 16382 are faster than the rest though.
 

darkbeer

Beer is Good!
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84
I need it as every unit which appears on the map throughout the entire game requires its own array index as part of a battalions system I'm creating for my map - I had thought 8192 would be plenty until I just had a very long test game during which 8.192k units were spawned and everything then fell apart ,

ever heard of the word receycling? :D
you should reuse arrays of removed units, instead of creating new ones for them then you wont have any problem. (8192 units and your map is doomed to be unplayable ;))
 
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