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February 23, 2018 at 13:35 #2480
I see a lot of very bad use of PLOOP. I will give an example from ‘SG Rainbow in Vegas 3’ to show how you should and should not use PLOOP.
PLOOP (PlayerLOOP) will CYCLE through ALL players EVERY second to check if the conditions for the trigger IN the PLOOP are met.
Proper syntax for PLOOP:
if TRIGGER and (optional) CONDITIONS then
PLOOP
if trigger and (optional) conditions then
actions
endif
END
endif
Bad use of PLOOP:
SG RAINBOW IN VEGAS 3 has close to 50 PLOOPS – all without triggers!!! As an inevitable result it generates a lot of lag despite low VB and texture memory.
Example from RAINBOW IN VEGAS 3:
PLOOP
if never() and ssnlosssn(1738,player,8) then inc(v2)
endif
ENDPLOOP
if never() and ssnlosssn(1739,player,8) then inc(v2)
endif
ENDPLOOP
if never() and ssnlosssn(1740,player,8) then inc(v2)
endif
ENDPLOOP
if never() and ssnlosssn(1741,player,8) then inc(v2)
endif
ENDWorst part is when you check what variable 2 does in the script. It only triggers the following and the incremental (v2) is total B.S.:
if never() and gt(v2,0) then
ssnwave(1743,”gdtv002d.wav”,100)
endif
if chain(5) then
ssnatt(1738,50)
ssnatt(1739,50)
ssnatt(1740,50)
ssnatt(1741,50)
endifProper use of PLOOP:
if eq(v2,0) then
PLOOP
if ssnlosssn(1738,player,8) or ssnlosssn(1739,player,8) or ssnlosssn(1740,player,8) or ssnlosssn(1741,player,8) and NEVER thenSET(v2,1)
endif
ENDendif
if eq(v2,1) ENTER
ssnwave(1743,”gdtv002d.wav”,100)
endif
if chain(5) then
ssnatt(1738,50)
ssnatt(1739,50)
ssnatt(1740,50)
ssnatt(1741,50)
endifThis way the PLOOP (reduced to ONE command instead of four separate ones) in the script will only fire as long as var2 is false. As soon as it equates to true, the PLOOP triggered by var2 will stop firing because it’s no longer needed.
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March 1, 2018 at 19:16 #2486
Thanks for sharing.
I’ve also noticed a bit of lag on one of the halflife maps – I thought it might had to do with my machine but it could very well be that as well.
Great info to know for map makers 🙂
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