auto reset implant?
A heartbeat script is a script that gets fired every 6 seconds or so. On area enter triggers etc are different.
A heartbeat can be giving to just about anything, placeables, areas, npc's
For example a command for a NPC to say "hello" applied to a heartbeat script would cause the NPC to say hello approximately every 6 seconds or so without any requirement for interaction from players.
This is why we keep heatbeat commands to a minimum - as they get fired often (imagine 1000 scripts firing every 6 seconds) making them too long or bogging them down with complex code really eats into the available cpu cycles
A heartbeat can be giving to just about anything, placeables, areas, npc's
For example a command for a NPC to say "hello" applied to a heartbeat script would cause the NPC to say hello approximately every 6 seconds or so without any requirement for interaction from players.
This is why we keep heatbeat commands to a minimum - as they get fired often (imagine 1000 scripts firing every 6 seconds) making them too long or bogging them down with complex code really eats into the available cpu cycles
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
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Elagneros
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More to the point the heartbeat scripts go off about every 6 seconds, and that's what makes them so memory intensive.
Former leader of the Legendary Brethren.
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Oh sorry was my last post in Spanish? Silly me will try English next timeElagneros wrote:More to the point the heartbeat scripts go off about every 6 seconds, and that's what makes them so memory intensive.
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
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JesterOI
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I can honestly see why Zing has his AV...
Is there no way to stagger HB's firing so they don't all fire at once or to lengthen the interval between HB's to help reduce server load?
Or why not have special versions of spells for monsters that last forever duration wise and once the monsters are finished buffing the HB's cut out.
Then, if there is going to be an unlimited duration version for monsters, may as well make it a version that includes all pertinent buffs for that monster in 1 spell cast.
Make the buff fire whenever they spawn or when a PC enters the area or however it works. Then they have that buff for the duration of their existence or until the buff is dispelled and they only recast on spawn or PC activity.
Would that get rid of the HB's?
I know it's probably A LOT of drudgery, but it would drastically reduce server load would it not?
Personally I know that if I had to give up seeing the dragons in sleeth take their naps just to get server stability like we used to have, I wouldn't miss it much.
Is there no way to stagger HB's firing so they don't all fire at once or to lengthen the interval between HB's to help reduce server load?
Or why not have special versions of spells for monsters that last forever duration wise and once the monsters are finished buffing the HB's cut out.
Then, if there is going to be an unlimited duration version for monsters, may as well make it a version that includes all pertinent buffs for that monster in 1 spell cast.
Make the buff fire whenever they spawn or when a PC enters the area or however it works. Then they have that buff for the duration of their existence or until the buff is dispelled and they only recast on spawn or PC activity.
Would that get rid of the HB's?
I know it's probably A LOT of drudgery, but it would drastically reduce server load would it not?
Personally I know that if I had to give up seeing the dragons in sleeth take their naps just to get server stability like we used to have, I wouldn't miss it much.
Yeah, the cool thing about a module like Neversummer4 is, the larger the area count, the more erratic heartbeat scripts get. I ran a few tests once and it turns out with anything more than about 80 areas, even with NO creatures in them, and NO code in any of the heartbeat scripts, the heartbeats begin to lag to about 10 seconds....I can't imagine how bad they're lagging with all the areas we have now.
It leads to situations where the heartbeat scripts get so far behind they either just skip a few beats or lag significantly.
What might be good is to latch the buff scripts to the onSpawn event of the creature, and then in the onPerceive check to see if they've worn off yet and if they have, just re-apply the effects (without having the creature go through the motions of casting them). It'd be quirky but could be less heartbeat-intensive.
It leads to situations where the heartbeat scripts get so far behind they either just skip a few beats or lag significantly.
What might be good is to latch the buff scripts to the onSpawn event of the creature, and then in the onPerceive check to see if they've worn off yet and if they have, just re-apply the effects (without having the creature go through the motions of casting them). It'd be quirky but could be less heartbeat-intensive.
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Elagneros
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Eh, I didn't notice the thread had gotten to two pages.Zing wrote:Oh sorry was my last post in Spanish? Silly me will try English next timeElagneros wrote:More to the point the heartbeat scripts go off about every 6 seconds, and that's what makes them so memory intensive.
Former leader of the Legendary Brethren.
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Elagneros
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That's an interesting approach, but would the effects go on the creature fast enough to mean anything if they were put in OnPercieve?Joran wrote:What might be good is to latch the buff scripts to the onSpawn event of the creature, and then in the onPerceive check to see if they've worn off yet and if they have, just re-apply the effects (without having the creature go through the motions of casting them). It'd be quirky but could be less heartbeat-intensive.
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Sure, they'd be instantly applied.Elagneros wrote:That's an interesting approach, but would the effects go on the creature fast enough to mean anything if they were put in OnPercieve?Joran wrote:What might be good is to latch the buff scripts to the onSpawn event of the creature, and then in the onPerceive check to see if they've worn off yet and if they have, just re-apply the effects (without having the creature go through the motions of casting them). It'd be quirky but could be less heartbeat-intensive.
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MasterYoda
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Elagneros
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That might be a good solution to the lag problems that have been hitting NS 4 ever since the hearbeat scripts went in.Joran wrote: Sure, they'd be instantly applied.
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Lorkar1
It's possible without much more tweaking from me.
However, we've just increased the DM staff so the requirement for this should be even less now.
An auto-reset has to be a last resort in my opinion.
More of you need to get connected to our IRC channel it's staffed often
However, we've just increased the DM staff so the requirement for this should be even less now.
An auto-reset has to be a last resort in my opinion.
More of you need to get connected to our IRC channel it's staffed often
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo



