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4rpl:commands:getunitupdatecount

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4rpl:commands:getunitupdatecount [2021/01/16 21:31] – [Description] Karsten754rpl:commands:getunitupdatecount [2023/08/21 13:13] (current) – Clarified this works for global scripts set to run while paused. Vertu
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 ===== Description ===== ===== Description =====
-Pushes the unit's update count to the stack. The update count for a unit starts at 0 when the unit is first created. It is incremented once for each frame that the game executes. +Pushes the unit's update count to the stack. The update count for a unit starts at 0 when the unit is first created. It is incremented once for each frame that the game executes.\\ 
-It does not increment when the game is paused. It only ever goes up through a mission. +It does not increment when the game is paused. It only ever goes up through a mission.\\ 
-Ideally, it increases at 30 UPS((updates per second)). +Ideally, it increases at 30 UPS((updates per second)).\\ 
-When used in the console,  GetUnitUpdateCount will also work. It will start at 0 when you first run the script in the console.+When used in the console or a global script,  GetUnitUpdateCount will also work. It will start at 0 when you first run the script in the console or conduct a recompile. If the script is set to run while paused, GetUnitUpdateCount will increment even with the game paused.
  
  Also refer to [[GetGameUpdateCount]] and [[GetGameTickCount]] for additional timer-based commands.  Also refer to [[GetGameUpdateCount]] and [[GetGameTickCount]] for additional timer-based commands.
4rpl/commands/getunitupdatecount.txt · Last modified: 2023/08/21 13:13 by Vertu