I am creating a system where weapons have an assigned speed, so that a player with faster weapon might hit twice for another players one hit. I am thinking about doing this by having pulse violence call every 1/10th second and decrement a GET_HIT_WAIT(ch). If GET_HIT_WAIT(ch) == 0, then the character hits, and GET_HIT_WAIT = find_time_to_next_hit(ch); easy enough I think. Now my question is, with between 10 and 30 players, will scanning through the combat list and decrementing everybody 10 times a second lag the MUD significantly? If so, what would be the smallest number of times per second you could scan without lagging? Btw...I am running my MUD from win98 with a dos autoscript which restarts the mud when it crashes. However, the mud will not restart until the illegal error box is closed. Is there anyway to avoid this? Thank you, --Blaize +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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