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Pages: 1 ... 16 17 [18] 19
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258
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Off Topic / General Chat / Re: Post your WEI!
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on: December 07, 2011, 08:26:34 pm
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I agree, its only fair if we don't count the HD score, since some PC's don't have SSD drives. Anyway, heres mine:
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259
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Off Topic / General Chat / About forum accounts
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on: December 03, 2011, 07:46:28 pm
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Hey, I'm trying to change my forum account.
I attempted to delete my account 'Vortrex', and I want to change this accounts name to Vortrex, since this is my main account.
I put the account 'Vortrex' in for deletion, and wondered, is it possible to merge all the posts to this account ([GLT]WtF)
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260
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Off Topic / Spam / Re: Post your favourite music here!
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on: November 29, 2011, 10:27:49 pm
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Boston - More than a feeling Led Zeppelin - Stairway to Heaven Kansas - Carry on my wayward son Aerosmith - Dream On Blue Oyster Cult - Don't fear the reaper Foreigner - Feels like the first time Journey - Don't stop believing Electric Light Orchestra - Don't bring me down Electric Light Orchestra - Evil woman Kansas - Dust in the wind Guns n Roses - Knocking on Heavens Door Guns n Roses - Sweet Child 'o Mine Led Zeppelin - Kashmir Pink Floyd - Wish you were here Pink Floyd - Another Brick in the wall Foreigner - Hot blooded REO Speedwagon - I can't fight this feeling anymore Blue Oyster Cult - I'm burnin for you Queen - Bohemian Rhapsody Lynyrd Skynyrd - Free Bird Lynyrd Skynyrd - Sweet Home Alabama The Eagles - Hotel California Billy Joel - Only the Good Die Young Paul McCartney/Wings - Band on the run Bruce Springsteen - Born in the USA John Lennon - Imagine Steppenwolf - Born to be wild The Doors - Light my fire The Doors - Break on through (to the other side) Ram Jam - Black Betty Jimi Hendrix - All along the watchtower Rolling Stones - Satisfaction The Who - My generation Mountain - Mississippi Queen Cream - Sunshine of your love Foghat - Slow Ride .38 Special - Hold on Loosely The Hollies - Long Cool Woman (In a black dress) Starship - We Built This City
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264
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Liberty Unleashed / Liberty Unleashed Chat / Re: Role Play
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on: November 15, 2011, 09:47:23 pm
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Although there are different 'forms' of roleplay (such as light, medium, strict, RPG, etc), a player's view on how it should be played can differ from player to player, which gives roleplay it's unique value of creativity.
Varying different interpretations on a subject are the key to creativity and new concepts.
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266
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Scripting / Script Snippets / Re: No More high ping
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on: November 07, 2011, 03:20:05 pm
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it only checks pings above the average, so low ping players are not punished. Yes I know, but I was talking about how the average is calculated using everybody's ping together, rendering it inefficient if somebody has a high ping and somebody else has a low ping.
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267
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Scripting / Script Snippets / Re: No More high ping
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on: November 07, 2011, 02:16:31 am
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That snippet you created won't be very efficient to kicking those with high ping, as you are calculating everybody's ping together. What if somebody has like 400 ping and another has 50? It wouldn't be fair for the person with low ping to get punished for another persons connection.
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268
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Scripting / Script Snippets / Re: No More high ping
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on: November 06, 2011, 09:27:00 pm
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This is gonna be a long bit of code, but it stores every ping into a table every five seconds for each player, then adds them all together, then divides it by how many pings each player has. so here goes ...
By the way, this script might teach some people about multidimensional tables. Also, adjust the MaxPing variable to your liking:
Some credits for this: Idea from VetalYA GetPlayersTable() from himselfe
function onScriptLoad() { MaxPing <- 400; PingTimer <- NewTimer("CalculatePingAverage",5000,0); PingTimer.Start(); PingInfo <- {}; }
function onPlayerConnect(player) { PingInfo[player.ID] <- {}; PingInfo[player.ID].PingCount <- 0; PingInfo[player.ID].Average <- 0; PingInfo[player.ID].TotalPing <- 0; }
function CalculatePingAverage() { local players = GetPlayersTable(); foreach(player in players) { PingInfo[player.ID].PingCount <- PingInfo[player.ID].PingCount + 1; local pingcount = PingInfo[player.ID].PingCount; PingInfo[player.ID].Pings <- {}; PingInfo[player.ID].Pings[pingcount] <- {}; PingInfo[player.ID].Pings[pingcount].Ping <- player.Ping; PingInfo[player.ID].TotalPing <- PingInfo[player.ID].TotalPing + PingInfo[player.ID].Pings[pingcount].Ping PingInfo[player.ID].Average <- PingInfo[player.ID].TotalPing / pingcount; if(PingInfo[player.ID].Average > MaxPing) { KickPlayer(player); } } }
function GetPlayersTable() { local players = {}; for(local player,id = 0,count=GetMaxPlayers();id<count;id++) { if((player = FindPlayer(id))) { players.rawset(player.Name,player); } } return players; }
function onPlayerPart(player,reason) { PingInfo[player.ID] <- null; }
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269
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Scripting / Script Help / Re: Timer Functions.
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on: November 01, 2011, 08:55:00 pm
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Timers (from my experience), can lag a server if too many are used. I have a more efficient solution below that is a bit complicated, but I'll try to explain it as best as I can:
My script uses one timer for everything, and utilizes a "tick" based system, that ticks up every time the timer is executed. Whenever the tick reaches a certain point that matches the point of a function that needs to be executed, it executes the function, and moves up the point a certain bit to be executed again at a certain tick.
For example, I use a timer that executes every 100ms, and every 100ms, it ticks up a global variable up one notch. Every time it reaches 5 minutes more, it executes a function, then the function moves its execution point up another five minutes (300000 ms), so when the timer reaches the next five minute mark, it executes that function again.
Also, if you are (for example), using an in game command that has a check to see if the player waited long enough to use it again, use a timestamp. That way, you can check if enough time has passed by comparing the current timestamp to the old one. This prevents the use of another timer. A couple of functions, which I think are provided in the Squirrel standard library (which is already implemented), are time(), which shows the amount of seconds passed since midnight, January 1, 1970 (I think that's right) ... You can also use clock() to see how much time has passed since the start of the server.
- WtF
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