Author Topic: Flames, lag and hit multipliers  (Read 798 times)

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Offline sai`ke

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Flames, lag and hit multipliers
« on: August 24, 2007, 02:08:58 pm »
Okay, as you might know I'm working on a script with some bosses. I have a few questions. Answers to any of them would be greatly appreciated.

Whenever I spawn flames, the CPU usage of the server seems to spike A LOT! So much that it hits the max CPU usage all the time and causes considerable warping.
1. Are flames just total crap and should I avoid them?
2. Is there a workaround or something I should avoid?
3. Does this behaviour also exist on linux servers?
4. If so, is this problem on a list for things to be fixed or does nobody care about it but me?
5. What is the hit multiplier in the function createbullet. What does it do exactly? I notice no differences when it is set to 1, 10 or a 100...

If I have overlooked some important documents or threads, please direct me to them :).
« Last Edit: August 24, 2007, 02:11:27 pm by sai`ke »
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Offline Avarax

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Re: Flames, lag and hit multipliers
« Reply #1 on: August 25, 2007, 06:22:34 am »
Hit Multiplier is a value that influences the damage dealed.
I believe flames stack up infinitly on a player / bot if they hit it. Also causes a huge fps drop clientside. As far as I know, there's no real workaround, but you could test using 0 as ID for CreateBullet, allthough the flames won't do any damage then.
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Offline spkka

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Re: Flames, lag and hit multipliers
« Reply #2 on: August 25, 2007, 06:38:56 am »
well sai`ke. For the ninjah's this would'nt matter actually. Since those flames were for navigating where they where.

And avarax do you have that on your linux server aswell that the cpu shoots up like crazy when some flames are spawned? Im not sure your using any flames in the hexer mod thats why.

Offline Avarax

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Re: Flames, lag and hit multipliers
« Reply #3 on: August 25, 2007, 06:52:32 am »
I'm not using them, but I tested it before. Only happens when the flames stick to a player though.
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Offline sai`ke

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Re: Flames, lag and hit multipliers
« Reply #4 on: August 25, 2007, 08:11:23 am »
Thanks! Strangely enough it causes the cpu to peak quite a lot serverside aswell. I will try the ID = 0 trick. If that doesn't do the trick I'll leave the flames out of it.

Spkka, they caused warping nontheless so it does matter.
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