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Author Topic: SAMs causing lag  (Read 164 times)

Offline Nitefang

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SAMs causing lag
« on: March 07, 2010, 02:46:23 PM »
  A current problem with the number of SAMs in Area 69 is that they seem to be causing lag among people with slower connections. I have meant to bring this up for a while now but kept forgetting. I propose that we make it a rule to ban SAM dodging over carson. Today I was having issues when some of our players would dodge them while I was flying. Thankfuly they stopped when I asked them to though the topic was argued quite a bit. We should either reduce the number of sams, have them disengage over Ft. Carson, or make it against the rules to fly with SAM's over Ft. Carson.


 PS: A player has a different opinion to this rule and was very argumentative when I told him to stop. It got out of hand and he needed to be muted, then kicked. I told him to bring his argument here instead of messing around in the public chat box. I realize now that he may instead need to make an abuse report.

   You know who your are, please make an abuse report about the incident, in the proper section. You may protest my proposal for a change of the rules here though.
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Offline bravo351

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Re: SAMs causing lag
« Reply #1 on: March 08, 2010, 10:10:25 AM »
SAM's have been a HUGE issue since I beefed them up.  Their main purpose is to keep players out of places they aught not go in the first place.  I want to keep SAM's, but only for certain events.  Instead, I'm thinking of implementing a "field of death", an invisible tube kept well within the actual A51 perimeter, that only reaches 30 feet in the air, that causes death to the player entering and destruction of that player's vehicle (if any).  Thoughts?

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Offline tadpole

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Re: SAMs causing lag
« Reply #2 on: March 08, 2010, 10:31:45 AM »
SAM's have been a HUGE issue since I beefed them up.  Their main purpose is to keep players out of places they aught not go in the first place.  I want to keep SAM's, but only for certain events.  Instead, I'm thinking of implementing a "field of death", an invisible tube kept well within the actual A51 perimeter, that only reaches 30 feet in the air, that causes death to the player entering and destruction of that player's vehicle (if any).  Thoughts?

Sounds like a plan to me, it takes away the fun of flying away from sams but, this seems like a better idea. ;)


         

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Offline Caboose

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Re: SAMs causing lag
« Reply #3 on: March 08, 2010, 11:10:05 AM »
That sounds totally freakin' badass. I like the idea.
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Offline Tucker

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Re: SAMs causing lag
« Reply #4 on: March 08, 2010, 11:21:18 AM »
Now only if colpolygon supported depth. :/

Offline bravo351

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Re: SAMs causing lag
« Reply #5 on: March 08, 2010, 12:25:11 PM »
Now only if colpolygon supported depth. :/

No need, colTube.  In A51's instance, I'd place it right on the main door (the garage), give it a radius of 20, a height of 30, and wait for the noobs to try it.  The defense would still allow noobs into the perimeter, but as soon as they touch the sensitive area of the compound, POOF.  And there's nothing for the noob to process, and nothing for the server to force other clients to track; simply kill the noob and destroy his/her vehicle.  Caek.

And Tad, we'll still have the SAM's... they just won't be on until someone asks an admin to turn them on for dodging, which should be rare at this point.

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Offline Maxhamer

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Re: SAMs causing lag
« Reply #6 on: March 08, 2010, 03:05:44 PM »
This is a much better alternative, yea SAMs are cool and all, but they are not effective, let alone efficient.


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Offline TheDeepFriedBoot

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Re: SAMs causing lag
« Reply #7 on: March 08, 2010, 06:08:02 PM »
We need warning signs around A51 as well, possibly the shout command for the Col Sphere. Can we use this as part of the warning?
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Offline Tucker

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Re: SAMs causing lag
« Reply #8 on: March 08, 2010, 06:12:26 PM »
I am really against using too many images in our server. We can draw text to the screen (gui text, or dx text) instead of just outputting to the chatbox.

Offline TheDeepFriedBoot

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Re: SAMs causing lag
« Reply #9 on: March 08, 2010, 06:14:22 PM »
I am really against using too many images in our server. We can draw text to the screen (gui text, or dx text) instead of just outputting to the chatbox.
Ya, thats fine, I just want this message to be part of what we tell people. Also, instead of killing people, how about we slowly take down their health, like 10hp slap a second, that way that can retreat.

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Offline Nitefang

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Re: SAMs causing lag
« Reply #10 on: March 08, 2010, 06:58:06 PM »
I am really against using too many images in our server. We can draw text to the screen (gui text, or dx text) instead of just outputting to the chatbox.
Ya, thats fine, I just want this message to be part of what we tell people. Also, instead of killing people, how about we slowly take down their health, like 10hp slap a second, that way that can retreat.


I like that, there won't be any message out to the server though right? I mean we don't want to fill the chat with "Noob has beeen slapped by Area51(10hp)"


  Also, while I like this idea, and I think we should go with it, if anyone wants the SAMS to be on all the time we could make a death zone somewhere far away like in the water or something. Personally I like this idea, having them turned on for events and what not, I'm just opening up options is all.
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Offline Tucker

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Re: SAMs causing lag
« Reply #11 on: March 08, 2010, 07:13:45 PM »
I am really against using too many images in our server. We can draw text to the screen (gui text, or dx text) instead of just outputting to the chatbox.
Ya, thats fine, I just want this message to be part of what we tell people. Also, instead of killing people, how about we slowly take down their health, like 10hp slap a second, that way that can retreat.


I like that, there won't be any message out to the server though right? I mean we don't want to fill the chat with "Noob has beeen slapped by Area51(10hp)"


  Also, while I like this idea, and I think we should go with it, if anyone wants the SAMS to be on all the time we could make a death zone somewhere far away like in the water or something. Personally I like this idea, having them turned on for events and what not, I'm just opening up options is all.

It would only say a message if we made it say a message. The admin CP is a resource, and as such was coded to have those messages. Don't think how it behaves is how MTA behaves at the lowest level.

Offline Nitefang

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Re: SAMs causing lag
« Reply #12 on: March 08, 2010, 09:58:34 PM »
Kk, I was thinking it probably wouldn't do that by default just wanted to make sure.
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Offline Blackjack

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Re: SAMs causing lag
« Reply #13 on: March 08, 2010, 11:42:26 PM »
I agree with Nitefang on this issue. It is very fun to dodge SAMs, but if its at the cost of other players than I would do away with it. I do like the idea of a incremental death zone like a radioactive area or something and have there health gradually decrease.


Offline bravo351

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Re: SAMs causing lag
« Reply #14 on: March 09, 2010, 12:29:01 AM »
Mind you, we can leave the admin island defenses intact.  Those don't interfere with Carson.

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