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yeah I do lol
give me another way to make a baddy smooth =D also this thread was supposed to talk about why the if doesnt work and not to talk about .05 serverside timeouts its not even done xD |
I haven't scripting movement in a long time, but I remember that the 'move' command had ways to cache movement so that serverside NPCs didn't look so "laggy."
Perhaps look into that? I'm sure there are threads in the forums about it. EDIT: Found this, might help (for move command's last param): Quote:
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as i said this thread is NOT supposed to talk about timeouts/lags
it supposed to talk about why this if doesnt works and as i said it isnt done |
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However, there's still a bit of functionality in small timeouts. Let's say that you had an object you laid, you trigger it to activate, and then there's a time until deactivation required in the parameters of the trigger. Perhaps you'd want that to be 0.05, or perhaps 0.1. In most cases it probably wouldn't make sense, but there's probably a scenario that exists in which it does. Now, looping timeouts serverside is a different story. I'd say 0.6 is the highest I'd go for them, and then only if the level has players in it. Such the case for Baddies. A looping 0.05 serverside timeout is certainly enough to seriously risk crashing the NPC server. |
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