>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
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