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4rpl:commands:getunitupdatecount

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4rpl:commands:getunitupdatecount [2019/04/05 00:41] – added cross-reference to other timers Karsten754rpl:commands:getunitupdatecount [2021/01/16 21:31] – [Description] Karsten75
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 ~~NOTOC~~ ~~NOTOC~~
 +<=[[4rpl:start| Index]]
  
-====== GETUNITUPDATECOUNT ======+====== GetUnitUpdateCount ======
 GetUnitUpdateCount GetUnitUpdateCount
  
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 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 30 times 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.
  
-Also refer to [[getgameupdatecount ]]  and [[getgametickcount ]] for additional timer-based commands. + 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.txt · Last modified: 2023/08/21 13:13 by Vertu