>I have to use stuff like PULSE and WAIT_STATE. I tried them and they did yeah, you do haveta use WAIT_STATE() to produce a proper lag >smoothly? I do appreciate an example. :) thanx Example : WAIT_STATE(victim, 5 RL_SEC); This will lag 'victim' (must be of type (struct char_data *) for 5 RL_SEC (RL_SEC is defined as (* PASSES_PER_SEC)) so either WAIT_STATE(victim, 5 RL_SEC); is the same as WAIT_STATE(victim, 5 * PASSES_PER_SEC); and they will both lag 'victim' for 5 Real Life Seconds. That's how ya do it, or you can do this WAIT_STATE(victim, 5 * PULSE_VIOLENCE); that would basically lag the victim for a typical 5 (fighting) round lag (depends on how fast your rounds are) WAIT_STATE(victim, 5 * PULSE_MOBILE); would lag 'victim' for the next 5 mobile_activity() updates, what this means, is merely that it would lag em 5 * how long it takes a normal mob to move. WAIT_STATE(victim, 5 * PULSE_ZONE); would lag 'victim' for 5 Zone Resets (I do believe that's what a PULSE_ZONE is) of course, you do not have to use JUST 5 for anything, i used 5 as an example, you could lag the victim for two minutes (Two Minute Time Out?) with this line: 120 seconds = 2 minutes; WAIT_STATE(victim, 120 RL_SEC); and those are available examples, the problem of your mud lagging up, due to WAIT_STATE() just must be on YOUR end (not the mud's connection) or something like that. The whole mud lagging up could be the result of a near (?) infinite loop somewhere. anyway, those are examples, and they work fine for me, as a matter of fact, I have written my own do_lag and do_unlag function, and if anyone wants to see that, just send me a mail :-) >pai My friends (and fellow coders) call me Akuma, nice to meet ya :-) Akuma the Raging Coder +------------------------------------------------------------+ | "The poets talk about love, but what I talk about is DOOM, | | because in the end, DOOM is all that counts." - | | Alex Machine/George Stark/Stephen King, The Dark Half | | "Nothing is IMPOSSIBLE, Just IMPROBABLE" | | "Easier Said Than Done, But Better Done Than Said..." | +------------------------------------------------------------+ +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list-faq.html | +-----------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/08/00 PST