'Units in Region With Alliance To Player Matching Condition'
The difference in time it took was insignificant, imo.
[12 vs 14 seconds] after running 1,000,000function calls instantly. (I have a slow computer)
I believe the latter function is more versatile because it can search by alliances.
ps.
I made a function which can search for up to 12 unit slots. It's speed is optimized, it runs at 16 seconds compared to the others. It's completely customizable. If you want it, it's yours, no strings attached. (see below)
Hmm I just tested the standard unit filter and it worked fine, also tab button changing my selection to post reply instead of indenting is annoying XD.
My method for testing: placed a unit for player 2 who is hostile to player 1.
Test 1:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test 2:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Enemy, Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test one returned true, test two did not. Only change was excluding enemies from the filter.
I've never had issues with the first and I've used it a lot. On my phone so I can't treat. Wondering why you use timer elapsed of 0 instead of map initialization. You should throw a debug message at the very bottom of the actions to make sure this is even running.
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'Matching Condition':
I recommend using 'with Alliance' instead of the checkboxes.
Feel free to discuss.
So I just finished testing:
The difference in time it took was insignificant, imo.
I believe the latter function is more versatile because it can search by alliances.
ps.
I made a function which can search for up to 12 unit slots. It's speed is optimized, it runs at 16 seconds compared to the others. It's completely customizable. If you want it, it's yours, no strings attached. (see below)
(an example of the function in use)
Hmm I just tested the standard unit filter and it worked fine, also tab button changing my selection to post reply instead of indenting is annoying XD.
My method for testing: placed a unit for player 2 who is hostile to player 1.
Test 1:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test 2:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Enemy, Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test one returned true, test two did not. Only change was excluding enemies from the filter.
In reply to Drunkenseagull:
I've never had issues with the first and I've used it a lot. On my phone so I can't treat. Wondering why you use timer elapsed of 0 instead of map initialization. You should throw a debug message at the very bottom of the actions to make sure this is even running.