t1 = SetTimer("AntiCheatUpdate",8000,true);
t2 = SetTimer("AutoMessage", 60000, true);
t6 = SetTimer("Anticheat", 1000, true);
this onplayer spawn statstimer[playerid] = SetTimerEx("StatsInfromation", 15000, true, "u", playerid); but this timer got kill on player death and start again on player spawn.
I'm using this to update player stats textdraws.
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Hello I'm using only 4 timers in server but the server is lagging hard when we have more players like more than 50.
I'm using nothing on OnPlayerUpdate Код:
t1 = SetTimer("AntiCheatUpdate",8000,true);
t2 = SetTimer("AutoMessage", 60000, true);
t6 = SetTimer("Anticheat", 1000, true);
this onplayer spawn statstimer[playerid] = SetTimerEx("StatsInfromation", 15000, true, "u", playerid); but this timer got kill on player death and start again on player spawn.
I'm using this to update player stats textdraws.
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stock StatsInfromation(playerid)
{
if (IsPlayerConnected(playerid))
{
format(Jstring, sizeof(Jstring), "~y~Rank : ~w~%s" , GetRankName(playerid));
PlayerTextDrawSetString(playerid,Rank[playerid],Jstring);
format(Jstring, sizeof(Jstring), "~b~Score : ~w~%d" , GetPlayerScore(playerid));
PlayerTextDrawSetString(playerid,Stats[playerid],Jstring);
format(Jstring, sizeof(Jstring), "~g~Kills : ~w~%d" , pInfo[playerid][Kills]);
PlayerTextDrawSetString(playerid,kills[playerid],Jstring);
format(Jstring, sizeof(Jstring), "~r~Deaths : ~w~%d" , pInfo[playerid][Deaths]);
PlayerTextDrawSetString(playerid,pDeaths[playerid],Jstring);
format(Jstring, sizeof(Jstring), "~b~Headshots : ~w~%d" , pInfo[playerid][Headshot]);
PlayerTextDrawSetString(playerid,HEADSHOTS[playerid],Jstring);
format(Jstring, sizeof(Jstring), "~r~Streak : ~w~%d" , Streaks[playerid]);
PlayerTextDrawSetString(playerid,KS[playerid],Jstring);
format(Jstring, sizeof(Jstring), "~y~Ratio : ~w~%.2f" ,Float:pInfo[playerid][Kills]/Float:pInfo[playerid][Deaths]);
PlayerTextDrawSetString(playerid,RATIO[playerid],Jstring);
}
return 1;
}