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Originally Posted by Velox Cruentus
Yes. On Control-NPC, I have this party system that I wish to remove the person from the party when they leave the server. I resolved that by doing a timeout loop. I do not believe that timeout loops are the best technique, provided that I can do it with a onplayerlogout.
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Right now onplayerlogout is only working on clientside. On serverside the problem is that the player object needs to be removed physically because the gserver is saving the player object and updates couldn't be sent to the gserver anymore after player logout, also if the player is logging in again there could be problems if the old player object is still existing. So it could be possible to make a onplayerlogout event but just with the account name as parameter, without being able to access the player object directly.
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Originally Posted by Velox Cruentus
It has actually caused quite considerible lag in the past, I do believe (when players use it as a chat room, and there are 30 players actively talking?)
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Shouldn't be a problem, all messages on Graal Kingdoms are sent by script and there are a lot of them. The same on Zone.
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Originally Posted by Velox Cruentus
Yea. It would be a lot neater... Such as -- I'd be able to access the other player's health stats, and perhaps make a heat-sensor a lot dimmer when they have low health, or perhaps other stimuli for it.
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There are a lot of variables for the players, sharing those would mean a lot of traffic. It is better to use a #P(1..30) parameter, in new scripting player.attr[1..30] because those are visible for all clients. On clientside use #P(1..30,playerindex) for accessing them.