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Flippy
17th June 2006, 21:01
Hey
just a little question i read a looong time ago when i didnt know what accums were lol... still cant search so i ask..

whats the maximum number of accum values you can have in the script?

Im asking this because i already have 9 (0 - 8) (mainly because of a tank and some script_movers) and im sure i read somewhere that the maximum is 8... (or it could be accum 8)

and im pretty sure im gonna need more, for a CP probably (never done a cp but im reasonably sure that it needs accums)

Shaderman
17th June 2006, 21:07
I remember that thread. I said there are 8 (global)accums, but IIRC someone told me there are 10 (0-9).

Chruker
17th June 2006, 21:27
99% correct.

There are 8 globalaccums (0-7)
Each scriptblock has its own set of 10 accums (0-9)

OT: How long can it really take to fix a search function?

FireFly
17th June 2006, 21:29
Why O why is the search button still broke?

Anyway, The maximum global accums you can use is 8. I learned this the hard way with my v1rocket map: There's a 1 on 1 topic somewhere with me and NullSkillz about this...

kamikazee
17th June 2006, 21:29
OT: How long can it really take to fix a search function?
If I may believe the solution I found (and posted about) : less then 10 minutes.
The only problem is that it may mess up the whole forum.

FireFly
17th June 2006, 21:30
..... Chruker pushed the submit button faster than I did.....

Chruker
17th June 2006, 21:30
and im pretty sure im gonna need more, for a CP probably (never done a cp but im reasonably sure that it needs accums)


You should use local accums for the scriptmovers and other stuff, and only use globalaccum when you need to share a value between two or more scriptblocks.

Edit: And 3 more replies came while I was typing this :-)

Flippy
17th June 2006, 21:39
Thnx, but whats the difference between local and global accums?
i guess local is in one scriptblock?

how do i use global and local accums..? i only ever saw/heard about "accum 3 set 1" or something, never global or local...

carnage
17th June 2006, 21:50
global accums can be used anywhere in the script

local accums can only be used withing an enclosed section of the script



tank
{

spawn
{
...
}

death
{
...
}

}


also. dot forget that you can test and alter individual bits of accums you could hold a 0 - 255 number or 8 yes/no tests.. it can be useful to get the most out of your global variables especialy when you only need to store thing that dont need large numbers e.g. tank dead or alive 0/1

kamikazee
17th June 2006, 21:53
You can see the difference in the command:

globalaccum points to global accums and can be used anywhere, whilst accum only gives a local accum. As carnage said, local accums can not be used to get a value from another script block.

EB
19th June 2006, 07:34
99% correct.

There are 8 globalaccums (0-7)
Each scriptblock has its own set of 10 accums (0-9)

OT: How long can it really take to fix a search function?...I made a map with 10 globalaccum values. 0-9
The map has been on a clan server for a year or so with NO errors.

Map: (-FM-)Chaos (a clan training map I made for my buddy TTBOY)

Lanz
19th June 2006, 10:53
I posted about this a while back (with code backing it up) and if you use more than 8 global accums it overflows and actually stores the values for global accum 8 and 9 in soldierChargeTime[2]. You might not notice it but it's a bug and effects the players charge times. You will of course also notice it if you change the solider charge time in the script while using g accum 8 and 9.

EDIT: Nothing beats a manual search eh? :)
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13848

EB
19th June 2006, 10:57
...interesting.

Chruker
19th June 2006, 12:11
I guess the best bugfix would have been to allow 10 globalaccums :-) Instead of just fixing the sourcecode problems that Lanz listed in the other thread.

Lanz
19th June 2006, 12:45
Yeah having two defines meaing the same thing is just asking for trouble. That's what happens when different code monkeys work on the same code sometimes. :)

carnage
19th June 2006, 14:59
so if you maed anough accums then set them to a high value say 100

then in the script deincrement they based on a player delivering an objective etc they could gradualy lower there charge bar times?

Lanz
20th June 2006, 03:30
Yeah, 8 would effect the axis team and 9 the allied iirc, and only the soldier class.

sodsm live
20th June 2006, 04:37
forgot to apologize for that post. i was just going by what i read in some document, then testing and not noticing a problem. anyway, sorry for promoting incorrect information.

SCDS_reyalP
20th June 2006, 06:11
There is another bug in that area. G_ScriptAction_PrintAccum uses the #define for global accums ( 8 ), so it won't let you print out that last two local accums.