Moriarty Posted May 19, 2014 Posted May 19, 2014 I think there should be a option to deactivate dynamic mobs for MvPs.There is a lot of scripts that won't work with dynamic mobs ( locate the mob, see if it is alive ).And, my other suggestion, is to @reloadscript not respawn this MvPs, because this break any server economy. ( I know this command isn't supposed to be used with a live server, buuuut we always end up using at least some times, when it is better than turn off the server ). 1 Quote
EL Dragon Posted May 19, 2014 Posted May 19, 2014 you need to put together the first the mobs etc. Loading an dan the Npc's - script killmvps -1,{ end; OnInit: sleep 2000; setarray .mvpmapnames$[0],"moc_pryd06", //Amon Ra "prt_maze03", //Baphomet "gl_chyard", //Dark Lord "gon_dun03", //Dark Snake Lord "abyss_03", //Detardeurus / Detale "gef_dun02", //Doppelganger "gef_dun01", //Dracula "treasure02", //Drake "ra_san05", //Gloom Under Night "prt_sewb4", //Golden Thief Bug "thor_v03", //Ifrit "ama_dun03", //Incantation Samurai "kh_dun02", //Kiel-D-01 "xmas_dun02", //Knight of Windstorm / Stormy Knight "ayo_dun02", //Lady Tanee "niflheim", //Lord of Death "anthell02", //Maya "pay_dun04", //Moonlight Flower "in_sphinx5", //Pharaoh "ein_dun02", //RSX-0806 "beach_dun", //Tao Gunka "tur_dun04", //Turtle General "odin_tem03", //Valkyrie Randgris "jupe_core", //Vesper "lou_dun03", //White Lady "abbey02", //Fallen Bishop Hibram "abbey03"; //Beelzebub for(set .i,0; .i < getarraysize(.mvpmapnames$); set .i,.i+1) killmonsterall .mvpmapnames$[.i]; end; } so are all the MVPs by @reloadscript dead Quote
Moriarty Posted May 20, 2014 Author Posted May 20, 2014 Who said I want to kill every damm mvp? And there is other issues that this won't solve. Dynamic Mobs were created to save a lot of memory, and it does very well, but there are only 70+- Mvps in the game, so if they aren't dynamic, it won't increase your memory use. ( Just a little bit ) 1 Quote
anacondaq Posted August 20, 2015 Posted August 20, 2015 Sorry, but the guy above is totally true. With enabled dyn_mobs: ~ 300-400 MB Map-server load with online 300. With disabled dyn_mobs 900+ MB. I think, people feel difference. Quote
Moriarty Posted September 16, 2015 Author Posted September 16, 2015 .... Did you even read the topic? I said MVP's, not every mob. And players won't feel anything, only your hardware will, your players will only feel a big disconnect message if you run out of memory Anyway, whatever, please some mod close this topic. Quote
Cydh Posted October 20, 2015 Posted October 20, 2015 I was thinking about this, and found this is will be neat job. Just imagine the flow, first all files loaded with mobs. in @relaodscript all scripts are unloaded (by npc_unload, regardless the files and their contents), then so? Linking all mobs to NPC file names on load? Make exception for the part of NPC that have to be unloaded or not? If the NPC has boss, the boss will be skipped on next load file? Actually, how to link Mob & NPC. On NPC unloaded, it's freed from memory, we can't stick the NPC id to monster. And there are more something that will give me more pains when I just think about it, but idk for others. Quote
Stolao Posted October 20, 2015 Posted October 20, 2015 I was thinking about this, and found this is will be neat job. Just imagine the flow, first all files loaded with mobs. in @relaodscript all scripts are unloaded (by npc_unload, regardless the files and their contents), then so? Linking all mobs to NPC file names on load? Make exception for the part of NPC that have to be unloaded or not? If the NPC has boss, the boss will be skipped on next load file? Actually, how to link Mob & NPC. On NPC unloaded, it's freed from memory, we can't stick the NPC id to monster. And there are more something that will give me more pains when I just think about it, but idk for others. My brain hurts just thinking about doing that, I'll pass.... Quote
Moriarty Posted October 21, 2015 Author Posted October 21, 2015 I was thinking about this, and found this is will be neat job. Just imagine the flow, first all files loaded with mobs. in @relaodscript all scripts are unloaded (by npc_unload, regardless the files and their contents), then so? Linking all mobs to NPC file names on load? Make exception for the part of NPC that have to be unloaded or not? If the NPC has boss, the boss will be skipped on next load file? Actually, how to link Mob & NPC. On NPC unloaded, it's freed from memory, we can't stick the NPC id to monster. And there are more something that will give me more pains when I just think about it, but idk for others. Well, in my server, I just made reloadscript skip all files within mobs directory, if you want to do it just with MvPs, I guess you would separate all MvP spawns in a single file. And.. well, actually I transformed all my mob spawns into a database table, it was a pain not being able to dynamically create natural spawns :v But nevermind, as I said before, you can close this topic haha, thanks. Quote
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