ID:1784953
 
Applies to:Dream Maker
Status: Open

Issue hasn't been assigned a status value.
Friends, I follow the byond updates. My suggestion would be to implement a native ant-lag in commands .north .South ....

mob/var/NivelSpeed=0

mob/proc
Step(direcao)

if(usr.AtvSuiryuudan||usr.ride){ usr.dir=direcao; return }

if(!usr.ressmove) return
if(usr.statomorto) return
if(!usr.andar||!usr.move) return

if(usr.SpdDown&&!usr.PortaoInsanidade) step_size=4
if(usr.weights) step_size=4

return 1
Run()
if(usr.run2)
if(!usr.run)
usr.run=1
spawn(10) usr.run=0

if(prob(25)) usr.MaxEstamina+=1
if(usr.weights==1) usr.MaxEstamina+=1
if(usr.weights==2) usr.MaxEstamina+=2

if(usr.Estamina>2) usr.Estamina-= rand(2,3)
else{ usr.run2=0; usr.NivelSpeed--; usr<<"Sem Energia para correr" }


mob/var/tmp/run=0
mob/var/tmp/stepping=0
mob/var/tmp/andar=1

mob/var/run2=0
mob/var/weights=0

mob/var/tmp/Mov=0
mob/var/tmp/speed=0

mob/verb
NOR()
set hidden=1
if(usr.Step(NORTH))
usr.Run()
usr.PixelMovent()
step(usr,NORTH,step_size)
SUL()
set hidden=1
if(usr.Step(SOUTH))
usr.Run()
usr.PixelMovent()
step(usr,SOUTH,step_size)
LES()
set hidden=1
if(usr.Step(EAST))
usr.Run()
usr.PixelMovent()
step(usr,EAST,step_size)
OES()
set hidden=1
if(usr.Step(WEST))
usr.Run()
usr.PixelMovent()
step(usr,WEST,step_size)

NORLES()
set hidden=1
if(usr.Step(NORTHEAST))
usr.Run()
usr.PixelMovent()
step(usr,NORTHEAST,step_size)
NOROES()
set hidden=1
if(usr.Step(NORTHWEST))
usr.Run()
usr.PixelMovent()
step(usr,NORTHWEST,step_size)
SULLES()
set hidden=1
if(usr.Step(SOUTHEAST))
usr.Run()
usr.PixelMovent()
step(usr,SOUTHEAST,step_size)
SULOES()
set hidden=1
if(usr.Step(SOUTHWEST))
usr.Run()
usr.PixelMovent()
step(usr,SOUTHWEST,step_size)
client
North() return
South() return
East() return
West() return
Northwest() return
Northeast() return
Southwest() return
Southeast() return

mob/jogador/verb
Vnorte()
set hidden=1
usr.dir=NORTH
Vsul()
set hidden=1
usr.dir=SOUTH
Vleste()
set hidden=1
usr.dir=EAST
Voeste()
set hidden=1
usr.dir=WEST

mob/proc
PixelMovent()
if(!usr.Mov)
usr.Mov=1
spawn(2.5) usr.Mov=0

if(usr.NivelSpeed==0)
if(usr.speed>0&&usr.step_size<6) usr.step_size++

else if(usr.NivelSpeed==1)
if(!usr.run2)
if(usr.speed>0&&usr.step_size<8) usr.step_size++

else
if(usr.speed>0&&usr.step_size<10)
usr.step_size++
if(usr.step_size==10) usr.icon_state="run"

else if(usr.NivelSpeed==2)
if(!usr.run2)
if(usr.speed>0&&usr.step_size<10) usr.step_size++

else
if(usr.speed>0&&usr.step_size<12)
usr.step_size++
if(usr.step_size==12) usr.icon_state="run"

else if(usr.NivelSpeed==3)
if(!usr.run2)
if(usr.speed>0&&usr.step_size<12) usr.step_size++

else
if(usr.speed>0&&usr.step_size<14)
usr.step_size++
if(usr.step_size==14) usr.icon_state="run"

else
if(!usr.run2)
if(usr.speed>0&&usr.step_size<14) usr.step_size++

else
if(usr.speed>0&&usr.step_size<16)
usr.step_size++
if(usr.step_size==16) usr.icon_state="run"

usr.speed++
spawn(10.5)
usr.speed--
if(usr.speed==1)
usr.step_size=1
if(usr.icon_state=="run") usr.icon_state=""


apparently is not likely to lag in my game. My game has some lags. It can be lost TCP / IP packet?

I'm from Brazil and I love BYOND. Thank you very much !
Lag can be caused by any number of things, so there's no cure-all solution we could automatically implement for it.

I should point out that mob procs should not include usr, unless you're using them as verbs. The usr var is unsafe outside of verbs.
Thankss !!