[DiscordArchive] > i would change local tooltipFrame = CreateFrame("Frame", nil, treeFrame) to local tooltipFrame = C
[DiscordArchive] > i would change local tooltipFrame = CreateFrame("Frame", nil, treeFrame) to local tooltipFrame = C
Archived author: tester • Posted: 2023-11-10T16:52:32.555000+00:00
Original source
keeps the cost of the timer on the client and not server
Archived author: Rymercyble • Posted: 2023-11-10T16:52:43.853000+00:00
Original source
or run new thread with infinite loop
Archived author: tester • Posted: 2023-11-10T16:53:17.965000+00:00
Original source
could use an invisible periodic buff on playersand use that as the event to check them as well
Archived author: Fred • Posted: 2023-11-10T16:53:26.684000+00:00
Original source
I'm not worried about the performance at this point but would just like to see this working
Archived author: Fred • Posted: 2023-11-10T16:53:39.622000+00:00
Original source
Yeah I figured this might be the way to go about it, but wanted to check if there is a way to avoid it
Archived author: Rymercyble • Posted: 2023-11-10T16:53:40.321000+00:00
Original source
i like this
Archived author: Rymercyble • Posted: 2023-11-10T16:54:47.393000+00:00
Original source
this is simple it wont hurt performance but if u would have 100 simple things that would have performance impact
Archived author: Rymercyble • Posted: 2023-11-10T16:55:28.169000+00:00
Original source
thats why "yes on update would work but avoid it even if its simple thing"
Archived author: Fred • Posted: 2023-11-10T16:56:47.767000+00:00
Original source
I bet that the instructions for checking the dummy periodic updates is more expensive in terms of performance on the update loop than whatever I'm writing