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[FilterScript] Ping Monitor - Printable Version

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+--- Thread: [FilterScript] Ping Monitor (/showthread.php?tid=543495)



Ping Monitor - Metroplex - 27.10.2014

Welcome to my second filterscript, next to my "Laboratory Map" map filterscript.

Commands:
Type /pingmonitor in-game to show the ping monitor.
Type it again to hide the ping monitor.

Use /debugpingmonitor to debug.

Screenshots:



Download:
Pastebin: http://pastebin.com/v6RMfisc


Re: Ping Monitor - Crayder - 27.10.2014

Lagging and high ping is not always caused by unnecessary processes. In fact, with today's computers, it is mostly poor internet connection/speed and distance from the host. Also, high ping does not always cause lag.

You should change what it says.

Other than that, nice job.


Re: Ping Monitor - Metroplex - 27.10.2014

Quote:
Originally Posted by Crayder
Посмотреть сообщение
Lagging and high ping is not always caused by unnecessary processes. In fact, with today's computers, it is mostly poor internet connection/speed and distance from the host. Also, high ping does not always cause lag.

You should change what it says.

Other than that, nice job.
Some unnecessary processes running in the background are bandwidth sippers.
Thanks anyway


Re: Ping Monitor - Flake. - 27.10.2014

Would be nice if you combined FPS/Ping/Packet loss in it then you can determine if a player is really lagging and what the cause is.


Re: Ping Monitor - fonia5 - 27.10.2014

never mind forget what i put.

i also agree on him ^^^


Re: Ping Monitor - Crayder - 27.10.2014

Quote:
Originally Posted by (*|Flake|*)
Посмотреть сообщение
Would be nice if you combined FPS/Ping/Packet loss in it then you can determine if a player is really lagging and what the cause is.
Yes, then lagging wouldn't be the only error td.

If you update this, add these.


Re: Ping Monitor - Adarsh007 - 27.10.2014

OMG ! AWESOME


Re: Ping Monitor - Kyance - 27.10.2014

pawn Код:
CMD:pingmonitor(playerid, params[])
{
        if(pingmonitor == 0)
        {
                TextDrawHideForPlayer(playerid, Textdraw0);
                TextDrawHideForPlayer(playerid, Textdraw1);
                TextDrawHideForPlayer(playerid, Textdraw2);
                TextDrawHideForPlayer(playerid, Textdraw3);
                TextDrawHideForPlayer(playerid, Textdraw4);
                TextDrawHideForPlayer(playerid, Textdraw5);
                TextDrawHideForPlayer(playerid, Textdraw6);
                TextDrawShowForPlayer(playerid, Textdraw0);
                TextDrawShowForPlayer(playerid, Textdraw1);
                timer[playerid] = SetTimerEx("CheckPing", 1000, true, "i", playerid);
                pingmonitor = 1;
                SendClientMessage(playerid, -1, "Ping Monitor has been started.");
                return 1;
        }
        else
        {
                TextDrawHideForPlayer(playerid, Textdraw0);
                TextDrawHideForPlayer(playerid, Textdraw1);
                TextDrawHideForPlayer(playerid, Textdraw2);
                TextDrawHideForPlayer(playerid, Textdraw3);
                TextDrawHideForPlayer(playerid, Textdraw4);
                TextDrawHideForPlayer(playerid, Textdraw5);
                TextDrawHideForPlayer(playerid, Textdraw6);
                KillTimer(timer[playerid]);
                pingmonitor = 0;
                SendClientMessage(playerid, -1, "Ping Monitor has been started.");
                return 1;
        }
}
You disable the 'pingmonitor', but yet send him the message that "Ping Monitor has been started", right.
Anyways, wouldn't this cause the textdraws to "fail" when there's more than 1 player online?

But, other than that, nice.


Re: Ping Monitor - Crayder - 27.10.2014

Quote:
Originally Posted by Kyance
Посмотреть сообщение
pawn Код:
CMD:pingmonitor(playerid, params[])
{
        if(pingmonitor == 0)
        {
                TextDrawHideForPlayer(playerid, Textdraw0);
                TextDrawHideForPlayer(playerid, Textdraw1);
                TextDrawHideForPlayer(playerid, Textdraw2);
                TextDrawHideForPlayer(playerid, Textdraw3);
                TextDrawHideForPlayer(playerid, Textdraw4);
                TextDrawHideForPlayer(playerid, Textdraw5);
                TextDrawHideForPlayer(playerid, Textdraw6);
                TextDrawShowForPlayer(playerid, Textdraw0);
                TextDrawShowForPlayer(playerid, Textdraw1);
                timer[playerid] = SetTimerEx("CheckPing", 1000, true, "i", playerid);
                pingmonitor = 1;
                SendClientMessage(playerid, -1, "Ping Monitor has been started.");
                return 1;
        }
        else
        {
                TextDrawHideForPlayer(playerid, Textdraw0);
                TextDrawHideForPlayer(playerid, Textdraw1);
                TextDrawHideForPlayer(playerid, Textdraw2);
                TextDrawHideForPlayer(playerid, Textdraw3);
                TextDrawHideForPlayer(playerid, Textdraw4);
                TextDrawHideForPlayer(playerid, Textdraw5);
                TextDrawHideForPlayer(playerid, Textdraw6);
                KillTimer(timer[playerid]);
                pingmonitor = 0;
                SendClientMessage(playerid, -1, "Ping Monitor has been started.");
                return 1;
        }
}
You disable the 'pingmonitor', but yet send him the message that "Ping Monitor has been started", right.
Anyways, wouldn't this cause the textdraws to "fail" when there's more than 1 player online?

But, other than that, nice.
Yes, they would "fail" with more players, pingmonitor would be the variable used for the whole server not just one player.


Re: Ping Monitor - Metroplex - 28.10.2014

Lol, fail. Look, I am just a newbie scripter
I will add all of your suggestions in the next update!