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Couple Harder Scripting Questions
I need input on this from mostly the people that have staff jobs or just know :)
1. If i have a arrow script in a .txt file and i try to do like auto arrow gun.. where it keeps putting that npc then the npc script does the rest offline it seems to freeze and lag.. did i do something wrong or is that just how it works and cant lay fast.. 2. Is there like a limit on the amount of server. string u can have on a server.. will a certain amount start laggin the server or do they not really matter 3. What is the max size of a npc weapon that is allowed.. in kb's please.. 4. Is there like a average size for npc weapons.. like if u have a couple 5kb npc weapons will they cause the player to lag.. or does it matter.. 5. Thanx A lot to anyone who can help. i will think of more questions.. 6. Showimg.. the index's i heard before like certain ones where client side and so on can someone tell me .. whats what |
lol, these are like, hard Jeopardy questions =P
1. The putnpc command lags. If you're using tons of putnpc commands, then u should expect lots of lag. 2. No clue 3. Clueless 4. Uhhhhhhh 5. =P 6. index > 199 is client side. index < 200 can be seen server side |
ok:
1. listen to pixie ... 2. i have heard there is a limitsomewere around 100, not sure, but i think if it excees that they may start overlapping ... 3. i think its 48kb not sure ... 4. dont think it matters ... 5. sure thing ... 6. listen to pixie ... |
Responce
1. Pixie is correct...
2. Doomsday's server doesn't like it when its more than 50 vars it gets b*tchy but i don't think there is a limit, also reading server vars does not lag, its setting them that is troublesome. 3. 20k? 4. i believe the limit is in Bococ's sig. 5. np 6. go with whats his name, hes right :D |
yep
i just saw a post by him, its a 22k limit
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Re: yep
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for server strings, there is not really a limit, however too many will lag specially when you go to edit them. If there are tons and tons the server might not even load up (like thousands im saying)
Only use server strings when you must. Dont use them for everything. |
thanx to all.. :)
hey about the server.flags.. i wanted to know for the reason if u gusy have played metal gear solid.. there is a thing called a codec.. i made one that sends messages to players via server.strings..and i would need about 2 strings per amount of players on server .. so im fine then.. if i have more questions i will ask lol.. i have learned alot in 10 months |
Server strings...
yeah i remember someone came on to doomsday and set like i think 10,000 server flags and it took 20 mins to load...it was bad. :D
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1. Listen to pixie AND ME: PUTNPC will only lag if you do not have a 'destroy' command to keep the number lower. Otherwise, it'll put the npc, and place anotherone over that, and another one over that, and so on, and so on. it even does that offline.
2-6. Listen to everyone else who has posted. |
yes...
Also isn't there a limit to putnpcs, putcompus, and puthorses? j/w
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I dont think there is a limit, but you have to be smart enough to put a destroy command in the txt file, putbaddy and all that I am not sure about, heh 13 year olds dont know much.
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what about client strings are they the same way as server strings ? (meaning do they cause any lag)
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the problem with putnpc is that when you use the command, it makes the npc txt file download, which might take a few seconds. Thats why in putnpc2 the script is in there.
And 2 per person is a bit too much. If you want to make a chat do like most other servers have done make like server.chat1=blabla server.chat2=blabla server.chat3=blabla server.chat4=blabla server.chat5=blabla or something, and then when you say something you move 5 to 4, 4 to 3, 3 to 2, 2 to 1, and make 5 the thing the player said (x.x) erm.. Im not sure but I think server strings are d/l'ed when the player enters the server, so too many would lag a lot more. |
Hee hee. My turn to post.
1) Well, each time you call putnpc, you have to download the npc's code, so if you rapidly place npc's....... 2) I think so. I think when Stefan was explaining about the new way server.strings are handled, he told about a limit. Not sure though. 3) The limit on NPC Weapons is about 22k. I rounded up, I think. Once your NPC hits past that limit, it stops saving on the server. 4) Well, NPC Weapons I think are handled by the client. The only time it would lag is when they get downloaded from the server. 5) Ok. 6) I think index 1-200 are seen by everyone. Or else its 0-199. Or 1-199. Or like that. Well, I know most of these have been answered, but I decided to answer them anyways because I got nothing better to do. Oh wait. CRAP. I still got homework... Stupid Labor Reform... |
thanx again but i am not making a chat thing.. lol .. i think they are usless and take up room.. i am doing something different for rp stlye the server will be non p2p .. so i dont think 2 server.strings per player is to much ;)
anyone looking for a staff job email me at [email protected] aim: dragoonvengncNAT i will explain about server |
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my point was... i need to know if like 100 is to much and what not.. like what is will happen some people have said thats to much others.. say it does not matter as long as u dont do like 500 or above
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I think 100 sounds a little too much.
Usually, I don't use server strings for storage, but just for little things the server should remember, like events |
color code:
green - information orange-red - solution/suggestion Server Side (with NPC Server) I need input on this from mostly the people that have staff jobs or just know 1. If i have a arrow script in a .txt file and i try to do like auto arrow gun.. where it keeps putting that npc then the npc script does the rest offline it seems to freeze and lag.. did i do something wrong or is that just how it works and cant lay fast.. Placing scripts will lag the server, because it's creating an NPC. A larger script would probably cause more lag. Assuming you do this serverside though, there wouldn't be a whole lot of client-side lag, since it only recieves position and image. Try making your script smaller, or make one NPC per level that handles arrows in that level, or do it on a per-user basis. Use showimg if you can, or try to find the new projectile support stuff (I heard something about this a while ago, have yet to see or use it though). 2. Is there like a limit on the amount of server. string u can have on a server.. will a certain amount start laggin the server or do they not really matter I've never heard of or hit a limit, and don't think there is one. With the NPC Server you might want to reserve server strings for things that NEED to be server strings (since they aren't sent to the player anyway), and have an NPC on the server that stores all others as personal NPC this.strings. 3. What is the max size of a npc weapon that is allowed.. in kb's please.. I think the hard limit was like 56K or something...but I've far exceded that before, so I think it might be higher now. 4. Is there like a average size for npc weapons.. like if u have a couple 5kb npc weapons will they cause the player to lag.. or does it matter.. Well, considering I have, on average, a few 10K-12K weapons along with a 70K chunk of weapon, it shouldn't lag much with 5K weapons. Of course, downloading will take longer with larger weapons, and loading. 6. Showimg.. the index's i heard before like certain ones where client side and so on can someone tell me .. whats what NPC Code:- showimg colors,layer, and zoom is sent to other players (even Yah, doesn't mean much to me either. Basically though, if the layer is 4, 0 <= index <= 440 will be sent to all players. I believe there may have been a showimglocal command at one time... Personally, I use indexes above 1000 for all clientside-only stuff (which is usually stats). Just find a high number that works for you, and you should be safe. Client Side (without NPC Server) 1. If i have a arrow script in a .txt file and i try to do like auto arrow gun.. where it keeps putting that npc then the npc script does the rest offline it seems to freeze and lag.. did i do something wrong or is that just how it works and cant lay fast.. Putnpc is your enemy. Every NPC placed must be sent to EVERY player, then executed. This can create server lag, client lag, and machine lag. Avoid it's use at all costs. Use showimgs. They're stabler for clientside stuff. If you HAVE to use putnpc, make the ammo for your weapon either extremely rare or pricey, and minimize it's use. 2. Is there like a limit on the amount of server. string u can have on a server.. will a certain amount start laggin the server or do they not really matter I've never heard of or hit a limit, and don't think there is one. Since this is clientside, and every server string is sent to the client, I'd at least try and restrict their use a bit. They can be VERY useful if you're without an NPC Server, but if they're changed all the time, or accessed by multiple players, it could cause problems with lag. 3. What is the max size of a npc weapon that is allowed.. in kb's please.. I think the hard limit was like 56K or something...but I've far exceded that before, so I think it might be higher now. 4. Is there like a average size for npc weapons.. like if u have a couple 5kb npc weapons will they cause the player to lag.. or does it matter.. Well, considering I have, on average, a few 10K-12K weapons along with a 70K chunk of weapon, it shouldn't lag much with 5K weapons. Of course, downloading will take longer with larger weapons, and loading. Additionally, your levels containing the weapons will become very large, and take a while to load, since you don't have an NPC Server to store the script, and all scripts in the level are sent upon entry. 6. Showimg.. the index's i heard before like certain ones where client side and so on can someone tell me .. whats what NPC Code:- showimg colors,layer, and zoom is sent to other players (even Yah, doesn't mean much to me either. Basically though, if the layer is 4, 0 <= index <= 440 will be sent to all players. I believe there may have been a showimglocal command at one time... Personally, I use indexes above 1000 for all clientside-only stuff (which is usually stats). Just find a high number that works for you, and you should be safe. Also, I'm not too sure on the new clientside rules (haven't dealt with them), but I think they're the same. ---------------- Additional: Why did you answer all of these questions in such a detailed manner? Because none of them were, "Will somebody script this/that for me, because I'm too lazy to look up some dumb commands", and they were good questions that not many people would know the answer to, since they deal with client/server architechture. Try asking questions that are very specific and don't have someone make a script for you, but help you figure out how to do it yourself. Also, if you want to make your scripts work better, or decrease lag, feel free to ask how, as long as you ask detailed questions, and don't just post your script and say, "Make this better for me because I'm too lazy to figure out what might make it better." ---------------- - Kyle |
Thanx Kyle that is what i needed to know.. I dont want people to do stuff for me i just need to learn the more detailed stuff so i can add it to my base of knowledge.
Is there anyway i can learn more about the npc server. And the reason i asked all of these questions about the putnpc was I am doing a script for a class that needs about 5 different arrow types and in places i need them to shoot more then one arrow. In some cases it can be about 50 arrows. So i cant do showimg.. for that is there anyother way besides changing the sprite.png. |
i've missed thourough descriptions on the forums lately ...
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Thanx much for the showimg info :D
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As for the arrows, why couldn't you do showimg? It could handle 50 arrows at a time, and it'd be a great deal better than 50 NPCs being created (ex: it wouldn't freeze). I think I've heard something about projectile support, but that might have just been a suggestion and not an actual feature. |
yes but how say i have like 3 different players all firing arrows.. how do i get that to not mess up each other.. i could do just 50 for one player but.. i could i script it for a bunch..
i really have no idea |
woah
woah i am in awe how many ours did u take towrite that all!!! :megaeek:
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Can anyone tell me how to do what i asked please i have no idea.. i dont think u can do.. it unless you assigned each player a 50 showimg.. space.. which would be alot.....if i had 20 archers. thats 1000 spaces..
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Each player has a weapon, each player's weapon controls the arrows it fires...simple as that.
Each player's personal weapon is different. Think of the npcws more as players[i].weaponname...they run separately from every other weapon, and use their own indexes. Two different NPCWs using indexes 20-40 could show 40 images together. |
hey!
i have a note to everyone.
GRAAL IS COOL! that is all.... --PastAustin |
Yes Past.. now go finish the system ;)
Ok so each so if i have 2 npcs.. and they both can use showimg 1000..what ever.. with out disturbing each other.. so if what i said is right. then thanx for your help thanx again kyle |
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