nokid 10 Posted March 5, 2018 Hello there! For one of my multiplayer mission, I'd like to have blinking lights from different lightsources (static ones, no vehicles). I'm planning to have a lot of them (50+), and some may be blinking fast (up to 20x / second). I totally don't care about the lights synchronization for the players. This is mainly to create a mood. So a client-side effect command would be perfect. Until now, I was using something like this to make a lamp blink: _lamp setHit ["light_1_hitpoint", 0.97]; sleep 0.1; _lamp setHit ["light_1_hitpoint", 0]; Problem is, this command is broadcasted over the network. Multiply this by 50 lamps, a mission of ~20 players, and here's my question : will this ruin data exchanges between the server & the players ? I'm afraid of building something that works for me when testing, but is unplayable for my community due to performance issues.Should I expect a huge drop on FPS / Synchronization, & if yes, is there an alternative command with local effect only, to ensure a minimum performance penalty ? I searched in the wiki, but everything that was resolving around setting damage is broadcasted over the network. Thanks a lot for your ideas ! Share this post Link to post Share on other sites
Larrow 2822 Posted March 6, 2018 I realise you say static and non vehicle but what are you lights exactly? Could you get away with using a local light point? _light = "#lightpoint" createVehicleLocal ( (player getPos [ 10, getDir player]) vectorAdd[ 0, 0, 5 ] ); _light setLightBrightness 1.0; _light setLightAmbient [1.0, 1.0, 1.0]; _light setLightColor [1.0, 1.0, 1.0]; h = _light spawn { params[ "_light" ]; while { !isNull _light } do { _light setLightAmbient [0, 0, 0]; _light setLightColor [0, 0, 0]; uiSleep 0.025; _light setLightAmbient [1.0, 1.0, 1.0]; _light setLightColor [1.0, 1.0, 1.0]; uiSleep 0.025; }; }; Share this post Link to post Share on other sites