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Author Topic: Triggers vs scripts - what does use more cpu power?  (Read 1128 times)

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Offline Chris Death

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Triggers vs scripts - what does use more cpu power?
« on: 12 Oct 2002, 01:28:23 »
Well, after reading several discussions about:
what needs more cpu pwr, triggers or conditions
in scripts.
 I've seen a question at BIS forum, for the cpu usage
difference between @condition and looped ones (in scripts).
So i thought i would add a request for the difference to
triggers aswell.
Promptly SUMA (BIS developer) came up with his answers.
If you ever have been interrested in that, just follow the
link below:

http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?s=3da749956048ffff;act=ST;f=7;t=20961

~S~ CD
« Last Edit: 12 Oct 2002, 01:31:09 by Chris Death »
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

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Offline Sui

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Re:Triggers vs scripts - what does use more cpu power?
« Reply #1 on: 12 Oct 2002, 01:44:41 »
Yes very interesting... I was just reading that thread and it made me think twice...

I have always believed that @ conditions were less cpu intensive (this through personal experimentation). I had performance defficiencies when using loops as opposed to @ conditions...

However, from the man himself... so it pretty much puts it beyond a doubt ;)

Offline Chris Death

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Re:Triggers vs scripts - what does use more cpu power?
« Reply #2 on: 14 Oct 2002, 14:56:23 »
OK,i'll give this thread a second push to page 1, for those
of you who haven't been around at the weekend.

So if you are interrested in: what officials have to say
about it, check out the link at the first post.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted