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Old 11-15-2006, 02:14 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Tyhm View Post
There's a way to put it in a system NPC...as long as it's in a timeout loop anyway, it's trivial and primarily client-lag to have it send playerentersarea(playerid) to any NPCs it's entered the area of, assuming said NPCs have a detectable size.

But yes, it'd be a wonderful feature if Stefan were to add it.

In the meantime, I suppose I'll have to keep the baddies scripted with a .05 timeout loop on the off chance players are walking backwards or being pushed by conveyer belts, winds, or strong currents...
I suppose it might be possible to just script anything that moves a player unduly to launch playertouchsme() at anything the player's pushed into...a bit of an overhead on that, but with joins, why not?
Actually, that would make the server lag more in other ways. Most of the lag that players experience actually has to do more with I/O than whether something is scripted as efficiently as possible on the server.

A good idea for baddies, is that when their script is created, to make an array level.baddies, and have the baddies each add themselves (as an object) to that array both serverside and clientside. That way, you could more easily detect the baddy's presence clientside and then trigger the server. That would pretty much be a less efficient version of clientside hit detection.
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