
03-10-2006, 08:54 PM
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Former Classic Staff
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Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
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Well, I would say it would be extremely useful if custom hit systems could use this without lagging the server to death.
Perhaps there could be objectarray.trigger() that could somehow get rid of all the lag created by using a for loop?
like npcs.trigger("PlayerDied",obj_attacker) or npcs.trigger("PlayerKills",obj_deadplayer)
or player.weapons.trigger("Blah",null);
or
temp.triggerthese = findareanpcs(player.x-player.x%64,player.y-player.y%64,64,64);
temp.triggerthese.trigger("PlayerDied",attacker); |
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