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A loop instead of a gani!
Well, yea, maybe some of you saw my other thread, my nickname gani which is eating waaaaay too much CPU. So Dusty said doing that in a loop is probably better. Ok, cool, I thought, let's just do that.
But now I got the problem I always had with this kinda stuff. The nicks are basically "lagging" behind, if you know what I mean. They got a small moving delay when the others move. Well, sure thing, lets just stuff it into the movement, either before or after any x/y changes, I don't remember. Next problem arises. I never ever had a solution for this, and that's why I'm making this thread. When normally moving it works just fine. But when others are moved by scripts that don't use the movement system to move the player, KAPOOF, the nicknames got a delay again. How the hell do I fix this madness? :/ |
Try just dealing with it. How annoying is it?
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Pretty damn annoying.
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Crow, would you mind posting the snippet that you're having problems with? |
Not needed anymore I suppose. Thanks to Hell Raven I got it fixed. I basically have to call a function that updates your own nick when you are moved by something that isn't the movement system. Only happens to yourself, sooo :)
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So, the solution is to call the drawing update from the script that is doing the moving right after the moving. (which he did now) |
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Also, I posted in the other thread that hiding and showing images constantly in a loop will have some bad CPU usage. Only hide when needed(current playercount < last playercount). I don't know if you do this, but someone mentioned it so I thought I'd throw that in.
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Edit: Done, and it helped. Neato! |
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