Author Topic: How do I lag a server?  (Read 1594 times)

You see, I am working on an anti-lag brick (it probably wont work) but to test it, i need to figure out how to lag the server i am testing it on...


Most common ways are pong/projectile spam from a relay loop, they can also be caused by a self fire projectile, that projectile then bounces which onprojectilehits another 1, and then another 2 etc. Exponential pong increase.

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Pong spam.


that could work... but is there anything that i could do that would not use events?

Pong spam.
That only lags the clients who see the pong, the server is not affected.

Forgot - Causing large amounts of Physics to activate at once can cause a decent amount of lag, so can ghosting large amounts of bricks (dup spam).
To be honest there are pretty much countless ways in which you could cause lag, the only way to stop people causing lag completely would be to delete blockland =3.

That only lags the clients who see the pong, the server is not affected.
But if the server host is in there, non-dedi and has a really crap computer...

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the only way to stop people causing lag completely would be to delete blockland =3.

That is true, but i am now drastically reducing the lag that sometimes goes on in servers... Right now, I am running some tests and they are promising


P.S: Pong lag is VERY effective when used with relays in a small area =3

That only lags the clients who see the pong, the server is not affected.
Not exactly. Woowoo made a device that spammed so much pong, everyone in the server lagged. We couldn't turn if off.

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made a device that spammed so much pong, everyone in the server lagged. We couldn't turn if off.


well, if all goes great, that should not happen as much

It just take a while for the lag to start for better computers. It consumes the weak, then goes for the strong.

It consumes the weak, then goes for the strong.

beg pardon? I think i know what you are saying, but please redefine what you just said

Takes a while for computers with high specs to lag.


that could work... but is there anything that i could do that would not use events?

getmaplist.

How about you just limit the amount of projectiles can be active on the server. That beats common lag.

How about you just limit the amount of projectiles can be active on the server. That beats common lag.

That is true, but i want to take on this challenge... and i never said anything about projectile lag. I was using projectile lag as a way to try to lag the server