NacroxNicke 11 Posted February 25, 2011 I have a question about this type of "if" I have seen a lot of scripts using the an if with an @ instead of a loop, like a "wait until" or whatever. The fact is, that I would like to know if it's more resource economic instead of a loop, or what is the intervale in seconds that the "@" thing uses for checking the condition... Example: 1.- @!alive o1 hint "o1 is dead" 2.- #loop ? !alive o1 : hint "o1 is dead" ~2 goto "loop" I would like to know the interval in seconds of the trigger too Thanks :) Share this post Link to post Share on other sites
celery 8 Posted February 25, 2011 @ (or waitUntil in sqf) polls at every cycle or frame and triggers poll every 0.5 seconds. AFAIK. Share this post Link to post Share on other sites
NacroxNicke 11 Posted February 25, 2011 (edited) I didn't understand or by every frame you refer to the frames per second of the player? So if the games runs at 60 fps, there are 60 checks on one second? or it's a check for a second? thanks ;D Edited February 25, 2011 by NacroxNicke Share this post Link to post Share on other sites
rellikki 7 Posted February 26, 2011 This has been discussed before and Suma from BIS has elaborated it a bit in this thread: http://forums.bistudio.com/showthread.php?t=18469 Share this post Link to post Share on other sites