server lagg
#5

Quote:
Originally Posted by Unknown123
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TIMERS
ONPLAYERUPDATE
pawn Код:
public OnPlayerUpdate(playerid)
{
    for(new i = 0; i < sizeof(SpikeData); i++)
    {
        if(IsVehicleCloseSpike(playerid, GetPlayerVehicleID(playerid), 3.2))
        {
            new panels, doors, lights, tires;
            GetVehicleDamageStatus(GetPlayerVehicleID(playerid), panels, doors, lights, tires);
            UpdateVehicleDamageStatus(GetPlayerVehicleID(playerid), panels, doors, lights, 15);
        }
    }
    return true;
}
Looks like thats your problem, your server is more or less doing an infinite loop. If i was you I'd find a better way of doing that. "IsVehicleCloseSpike" probably has a loop too (and range check maybe) so your embedding loops in a callback that gets called many times per second - per player..
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Messages In This Thread
server lagg - by Unknown123 - 28.09.2011, 16:43
Re: server lagg - by [MWR]Blood - 28.09.2011, 16:46
Re: server lagg - by Unknown123 - 28.09.2011, 16:47
Re: server lagg - by Kingunit - 28.09.2011, 16:49
Re: server lagg - by iggy1 - 28.09.2011, 17:00
Re: server lagg - by Unknown123 - 28.09.2011, 17:26
Re: server lagg - by [MWR]Blood - 28.09.2011, 17:29
Re: server lagg - by Vince - 28.09.2011, 17:50
Re: server lagg - by Unknown123 - 28.09.2011, 17:56
Re: server lagg - by [MWR]Blood - 28.09.2011, 18:05

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