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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.
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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.
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never mind forget what i put.
i also agree on him ^^^
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Quote:
Originally Posted by (*|Flake|*)
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.
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Yes, then lagging wouldn't be the only error td.
If you update this, add these.
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Quote:
Originally Posted by Kyance
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.
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Yes, they would "fail" with more players, pingmonitor would be the variable used for the whole server not just one player.