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4rpl:commands:getunitupdatecount

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4rpl:commands:getunitupdatecount [2019/04/04 18:37] – external edit 127.0.0.14rpl:commands:getunitupdatecount [2023/08/21 13:13] (current) – Clarified this works for global scripts set to run while paused. Vertu
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 ~~NOTOC~~ ~~NOTOC~~
 +<=[[4rpl:start| Index]]
  
-====== GETUNITUPDATECOUNT ======+====== GetUnitUpdateCount ======
 GetUnitUpdateCount GetUnitUpdateCount
  
 ===== 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 fps.+Ideally, it increases at 30 UPS((updates per second)).\\ 
 +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.
  
 ===== Examples ===== ===== Examples =====
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 trace(GetUnitUpdateCount) trace(GetUnitUpdateCount)
 </code> </code>
 +<=[[4rpl:start| Index]]
  
4rpl/commands/getunitupdatecount.1554417461.txt.gz · Last modified: 2019/04/04 18:37 by 127.0.0.1