On Sat, 12 Oct 1996 the@hp4.econ.cbs.dk wrote: > :P Problems nothing but problems, have anyone an idea how to make a MOB > :P extremely fast. Picture this : > define a new PULSE_FAST (1 RL_SEC) in structs.h, > then add it to the heartbeat function in comm.c and use it to check > for these hyper-agg mobs (make a new function mob_hyper_agg() copying > the agg code in mobact.c). Well, using those 'forced' loops will make the mud loop through (possible) big lists (i.e. the whole mob-list). Instead a short and Immediate way of making those EXTREME_AGGRO mobs, would be to add a little pice of code that makes a loop of the ROOM mob-list when a person enters the room. This would probably take a lot of processing time, accepting the fact that people could walk through 5 rooms in a seccond, and lost of people could do that, but well, still like the perform_move version of checking such stuff better. It's all a personal taste thing, but ONLY using the perform_move routines are you able to ALLWAYS attack a player. This is due to the fact, that using pulses a player could just 'run' through a room within that 1 seccond pulse, and avoid peeing attacked. Just my two cents, Con. d. -- Rasmus Rønlev DOEK'94 WWW: http://www.econ.cbs.dk/people/raro94ab Student instructor MUD: exiled.mud.circlemud.org 5000 199.199.16.100 5000 Student, B.Sc in Computer Science and Business Administration. +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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