[QUOTE=hosler;107929]All sleep does is pause for some amount of cpu cycles.[/QUOTE]
Yes, the game stops rendering, streaming sound, and transmitting network data entirely because of a sleep command in a script. You’ve got it. Let me say this again: you don’t know.
[QUOTE=Codr;107931]Yes, the game stops rendering, streaming sound, and transmitting network data entirely because of a sleep command in a script. You’ve got it. Let me say this again: you don’t know.[/QUOTE]
Ill say it again too: I really dont know.
Anyway, im pretty sure sleep only pauses the script it’s in. Not the whole game.
GS1 is read like a book, and when a sleep occurs, it pauses reading for X amount of seconds, then continues reading. Php’s sleep function has about the same behaviour.
Right. But if you play a sound and then execute a sleep it wont just stop the sound/music prematurely.
[QUOTE=hosler;107934]Right. But if you play a sound and then execute a sleep it wont just stop the sound/music prematurely.[/QUOTE]
No, it won’t. It just won’t execute what comes next until the timer has ended. Anything executed before won’t be paused.
Just trying to fix this misinformation
[QUOTE=Codr;107931]Yes, the game stops rendering, streaming sound, and transmitting network data entirely because of a sleep command in a script. [/QUOTE]
There are plenty of other things you can do to make time pass without stopping the whole script.
[QUOTE=hosler;107936]Just trying to fix this misinformation[/QUOTE]
He was sarcastic…
In both the NPC-server and the GameEngine I’m working on, the scripts run asynchronous and have no sleep function, btw.
[QUOTE=Cadavre;107938]He was sarcastic…[/QUOTE]
Nope. Codr has no sense of sarcasm.
[QUOTE=hosler;107929]All sleep does is pause for some amount of cpu cycles.[/QUOTE]
[QUOTE=Codr;107931]Yes, the game stops rendering, streaming sound, and transmitting network data entirely because of a sleep command in a script. You’ve got it. Let me say this again: you don’t know.[/QUOTE]
He was obviously making fun of your statement about the cpu cycles. lol
[QUOTE=Spooon;107930]
I think you want something like this.
if (created) {
this.mode = 4;
timeout = 0.05;
}
if (playerchats) {
tokenize #c;
if (strequals(#t(0),/move)) this.mode = strtofloat(#t(1));
else if (strequals(#t(0),/stop)) this.mode = 4;
timeout = 0.05;
}
if (timeout) {
x += vecx(this.mode);
y += vecy(this.mode);
timeout = 0.05;
}
“/move 0” makes it move up. “/stop” makes it stop. Pretty basic.
[/QUOTE]
ew
[QUOTE=Cadavre;107943]He was obviously making fun of your statement about the cpu cycles. lol[/QUOTE]
That’s how a cpu keeps time. Time on a computer is a function of cpu ticks and cpu speed. So when you tell a script to sleep a number of seconds you are actually telling the script to stop running for a some amount of cpu cycles. I never said that the entire game stops during a sleep command.
[QUOTE=tricxta;107944]ew[/QUOTE]
As if, faggot.
[QUOTE=Spooon;107953]As if, faggot.[/QUOTE]
Lol @ neg rep
You have your script looping unnecessarily where instead of feeding it a broken value you could just break the loop.
if (timeout) {
x += vecx(this.mode);
y += vecy(this.mode);
timeout = 0.05;
}
becomes
if (timeout && this.mode < 4){
x += vecx(this.mode);
y += vecy(this.mode);
timeout = 0.05;
}
Sure, it’s not much, but stack of a few shit scripts on top of each other and you’ll eventually notice some lag.
Just because it’s graal, and just because it’s a noob language doesn’t mean you can throw away efficiency.
That’s all? I thought you were talking about the tokenize or something. I just wrote it up and didn’t test it lol
Yeah, that’s better for lag.