Author Topic: Player_Stealth  (Read 1738 times)

interesting. thats kinda bad though because it would lag a ton.

interesting. thats kinda bad though because it would lag a ton.
Nope. It uses a global loop, not per-player.


Even if it was using a per-player loop I don't think it would cause a great performance decrease. Schedule loops really have a lot of undeserved hate.

Really all those people wouldn't be needed, but like Lug said I am a real newbie to scripting and all of the help gave me tips on different things. This really isn't a complicated script, not supposed to be, just something kinda cool. Badspot actually helped as well.


I changed the delay on this to 100 milliseconds and it did nothing, that was only me and Jasa but unless you are running 5 other looping scripts along with 10 mini-nukes going off, it won't lag. I actually tested this by blowing up those nice colorful bricks with a mini-nuke, all was well.


Why wouldn't you release it?

I could release it, not really much of a script though. Maybe I'll put it on RTB just to have something on there.


It works with transparent bricks as well, depending on where your player is and what you are looking it, sometimes you can see your body and head other times you can't.



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Schedule loops really have a lot of undeserved hate.
So true
*brofist*

What if you were in a tight colorful place? How would it determine what color to use?
Like in a city scape, would it select the wall, the window, the sidewalk?

heh
for some reason I misread "Player_Sheath"

heh
for some reason I misread "Player_Sheath"
I thought the thread was going to be about Icygamma. haha

What if you were in a tight colorful place? How would it determine what color to use?
Like in a city scape, would it select the wall, the window, the sidewalk?

Its downward only

I thought the thread was going to be about Icygamma. haha
yeah.

Global loops have more potential for lag than per-player, really. Since you're going to be looping through all players all at once rather than the engine getting to tick over between players.

Schedules got their reputation for lag from CityRP, and it wasn't the loving schedule causing it, it was the code run in that schedule (looping all data in the database at once). That's like blaming Obama for the recession.

Also this is rendered basically useless by the raycast being downward, since that means it's only guaranteed to be accurate if they're looking at you from above. But then not like you can set a different color on one object for each player.

You could do a hide and seek gamemode where the raycast direction is determined by the direction from 'it' to the player, you then raycast in that direction for the brick to get color from. Would be a touch better (but still not great, the only way to make this really possible would be clientside code which is pretty much impossible to integrate when it's necessary for it to function)

YES I HAVE TO stuff ON EVERYTHING IT IS MY BIOLOGICAL IMPERATIVE