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Battlefield Modding Tutorials BFMODS :: View topic - So...just how much lag can adding spawns cause? :-(
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So...just how much lag can adding spawns cause? :-(
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3447
Page 1 of 4

Author:  Iced Earth [ Wed Oct 17, 2007 5:36 am ]
Post subject:  So...just how much lag can adding spawns cause? :-(


Author:  freddy [ Wed Oct 17, 2007 5:48 am ]
Post subject:  Re: So...just how much lag can adding spawns cause? :-(


Author:  hardrock [ Wed Oct 17, 2007 8:43 am ]
Post subject:  Re: So...just how much lag can adding spawns cause? :-(

i had lag issues also, it was because the vehicles lived too long after death, reset that voila! plus, with ships, depending on what kind, you can get major lag, especially if say someone rams a carrier with a destroyer. i'd like to play with this when your done by the way, it sounds cool! thanks for sharing.... ;-)

Author:  Urglub [ Wed Oct 17, 2007 10:35 am ]
Post subject:  Re: So...just how much lag can adding spawns cause? :-(

Why even bother adding ships if it's clientside.

Just add as many spawners as you like.
There are no rules in what you can and can't do clientside.
You will be out of lag aswell I would say.

Stop thinking serverside when you do clientside.

Author:  PLAYER [ Wed Oct 17, 2007 3:36 pm ]
Post subject:  Re: So...just how much lag can adding spawns cause? :-(

The location of static objects should make no difference in fact you can load file from pretty much anywhere.. you could have every piece of code in one file.. though not practical.. it's about when they load not where they load.. the separation is mainly for organization.. as for the lag..

I have noticed that using the Turbo "torpedo" added to multiple vehicles in close proximity can increase that style of lag.. temp reduce or remove the added turbo and test again. I also agree with hardrock about the vehicles / soldiers. Reduce how long they remain active after death should help.

Limit how many times you activate an object..

ObjectTemplate.Active Willy
ObjectTemplate.mass 666
...
...

ObjectTemplate.Active FairyGodMother
ObjectTemplate.removeTemplate ParentalUnit

ObjectTemplate.Active Willy
ObjectTemplate.someothersetting 0

Try to keep it activated only once... found it reduced file sizes a fair bit and reduced some lag in larger maps.

Rather then using REM for several lines of code use the BeginREM / EndREM it's much faster..

Author:  Iced Earth [ Wed Oct 17, 2007 6:59 pm ]
Post subject:  Re: So...just how much lag can adding spawns cause? :-(


Author:  badboyz [ Mon Nov 19, 2007 2:11 pm ]
Post subject:  Re: So...just how much lag can adding spawns cause? :-(

i also had same problem not long ago, the ships was at 100/800/100 so not out of map but not to high either, i had hold object on so they cudnt fall out of the sky, i never did fix this lag problem, bu funny thing is i never had trouble with it before then

Author:  VOLTANO [ Thu Nov 22, 2007 6:26 am ]
Post subject:  Re: So...just how much lag can adding spawns cause? :-(


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