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causes npc lag

Closed 1.0.81 Next Version

Evil_Snake

Posted (edited)

for some reason it is causing my better npc and patrol boat npcs to have a 3-5 second delay in attacking as soon as i removed the nodecay plugin they returned to normal please advise thank you

 

also getting

oaded plugin NoDecay v1.0.81 by RFC1920

[NoDecay] NoDecay.OnEntityTakeDamage on door.hinged.toptier took 11.9681 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on door.double.hinged.toptier took 10.97 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 10.9709 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on door.double.hinged.toptier took 10.9709 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on door.double.hinged.toptier took 10.9706 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on door.double.hinged.toptier took 10.9707 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on door.double.hinged.toptier took 10.9704 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 11.9678 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 10.9707 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 10.9705 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 10.9706 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 10.9706 ms to execute.

[NoDecay] NoDecay.OnEntityTakeDamage on wall.window.bars.toptier took 10.9704 ms to execute.

Edited by MuchRage
added info about errors
RFC1920

Posted (edited)

You can adjust warningTime in the config to avoid seeing those messages.  The default is 10 and you could change that to 15 or more (100).  Sounds like the server may be struggling a bit.  SO MANY plugins use the same hook for managing damage including decay.  I don't have access to BetterNpc or the other one to investigate further.

However, you could try this edit to the plugin.  Find the lines that read as follows:

        private object OnEntityTakeDamage(BaseCombatEntity entity, HitInfo hitInfo)
        {
//            Puts(entity.name);
            if (!enabled) return null;
            if (entity == null || hitInfo == null) return null;
            if (!hitInfo.damageTypes.Has(Rust.DamageType.Decay)) return null;

Comment out that last line and add this new line:

            //if (!hitInfo.damageTypes.Has(Rust.DamageType.Decay)) return null;
            if (hitInfo.damageTypes.GetMajorityDamageType() != Rust.DamageType.Decay) return null;

See if that helps performance any.

Edited by RFC1920
RFC1920

Posted

Changed Status from Pending to Closed

Changed Fixed In to Next Version

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