I surrender...simple Q
Moderator: Moderators
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Cant see anything related to lag in that script, except this:
The funstuff spawns a "panzer_iv_d"... dont remember if it has smoke and/or fire coming out of it, if it does it will be an FPS hog. I've also had problems with the indicrate model.
The rest of the threads you do not show, so they may very well be the culprits here. If they have stuff like continuous scanning and other "active" stuff, they may cause lag.
Code: Select all
thread funstuff
thread lift1
thread lift2
thread upandaway1
thread upandaway2
thread antisniperThe rest of the threads you do not show, so they may very well be the culprits here. If they have stuff like continuous scanning and other "active" stuff, they may cause lag.
-
theMechanic
- Lance Corporal
- Posts: 15
- Joined: Tue Jun 17, 2003 10:13 pm
- Location: Ohio, USA
- Contact:
Ok, I thought of that. I figured anything with animations would be causing probs, and yes, the panzer has smoke/fire and sound with it. Wierd thing is, even if a particular map dont have animations, it will still lag at certain points on the map. Anyhoot, here is the full .scr i have for SF
http://www.clanmech.com/downloads/mohdm1.scr
http://www.clanmech.com/downloads/mohdm1.scr
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Ooook... That is a HORDE of models you spawn there. Such a massive amount will drop your FPS, especially if you spawn a lot of them in the same place.
But apart from that: The antisniper_control thread will loop through all players more or less constantly. And that waitframe will reduce the lag, but as the server fills up with players, you will get even more lag because of this thread. I suggest this instead:
...this way it will scan 5 players every second ( all players in 6.4 seconds on a full server ) instead of all players every frame ( a frame is very short, dont remember how short, but its very short: so you really scan the crap out of your players with the one you use ).
So at WORST you will let a sniper keep his weapon for 6.4 seconds. But I think that will scare him more than just starting without it anyway
Oh: and may I also suggest adding this line after the sniper removal, to let the poor guy understand what the heck happened:
But apart from that: The antisniper_control thread will loop through all players more or less constantly. And that waitframe will reduce the lag, but as the server fills up with players, you will get even more lag because of this thread. I suggest this instead:
Code: Select all
antisniper_control:
while(1)
{
local.playernum = $player.size
for(local.i = 1;local.i < (local.playernum + 1);local.i++)
{
local.player = $player[local.i]
if(local.player.dmteam == allies)
local.player take models/weapons/springfield.tik
else if(local.player.dmteam == axis)
local.player take models/weapons/KAR98sniper.tik
else
println "DEBUG: $player[" local.i "] is neither allied nor axis - $player[" local.i "].dmteam = " local.player.dmteam
wait 0.2
}
wait 1
}
endSo at WORST you will let a sniper keep his weapon for 6.4 seconds. But I think that will scare him more than just starting without it anyway
Oh: and may I also suggest adding this line after the sniper removal, to let the poor guy understand what the heck happened:
Code: Select all
local.player iprint "Dude, sniper rifles are for mice, and your a warrior, right?" 0-
theMechanic
- Lance Corporal
- Posts: 15
- Joined: Tue Jun 17, 2003 10:13 pm
- Location: Ohio, USA
- Contact:
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Dont know what the arguement is about,but i want to butt in
a good player is one that uses all his senses in the game .u literally feel the player behind uWeapon is of no importance to the skills.
Weapon is of no importance to the n00biness.
u hear and see everything .
usually he is defined by his insanely high score (somewhere in the top 3) and very low death rate .regardless of the weapon ,but usually it helps improve the difference .
now whats this all about
-
theMechanic
- Lance Corporal
- Posts: 15
- Joined: Tue Jun 17, 2003 10:13 pm
- Location: Ohio, USA
- Contact:
It is not a matter of "skill" guns as you call them. It is a matter of two things:omfg, you don't like skill guns? i knew this day would come, a day when a noob says sniper rifles are for noobs. and shotties are the skill guns of choice.
well do what you wish. your mod.
1) Camping on spawn positions to kill before a person even has a chance to move is either nOObish or bad sportsmanship, thus spawn protection.
2) This ant-sniper is used on 3 of the 7 stock maps to provide a variety of gametype play to all the players on our server, nearly 1000 a day sometimes. Isn't that what its about?
I don't know if this is part of your sig or you put it in this thread, but i did search, i did read, for hours, for days, and posted a legitimate question in the appropriate forum.btw this is directed at no one, jsut simple things that tick me off personally.
LOOK at the tutorials and manuals provided, they are a great resource and you only clog the forums with useless questions when you ask about an obvious detail.
READ THE FORUM DESCRIPTION, help wanted/offered is NOT for mapping/scripting whatever questions. use the correct forum.
SEARCH MAN SEARCH! use the search button. we all get tired of answering repetative questions
Seeing as how I do not know if it is a part of your sig, or you added it in this thread, I personally take offense at it seeing as how you are not an admin or moderator, and seeing that your post is of a personal opinion in nature and not relevant to this thread's purpose, I think you should mind your own business, or offer legitamate assistance.
My apologies and thanks to the admin's of .map

