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DanzLua
#182403061Monday, January 25, 2016 10:21 PM GMT

Does anybody know a method that allows a server to hold high amounts of npcs moving around at the same time so that it doesn't lag? Disregarding using a module script. "Today you are you, and that is truer than true. There is no one alive that is youer than you!" ~Dr.Seuss
wonderful72pike
#182403889Monday, January 25, 2016 10:33 PM GMT

Don't use while true do or anything like that for movement. Try to keep your calculations to a minimum and use pathfinding for really long paths. ROBLOX will handle the rest. Low processing power = low lag.
QJD1996
#182403974Monday, January 25, 2016 10:35 PM GMT

Possibly try to make the NPCs local? By this, I mean they will only be seen on the client and won't actually be on the server. However, that would only really work for a single-player game.
MightyDantheman
#182403992Monday, January 25, 2016 10:35 PM GMT

Wait, ROBLOX as a working pathfinder? ~MightyDantheman
wonderful72pike
#182404051Monday, January 25, 2016 10:36 PM GMT

MightyDantheman
#182404189Monday, January 25, 2016 10:38 PM GMT

Wow. This is exactly what I need for a random dungeon generator. I could use this to see if it's possible to get to the end of the dungeon, right? With or without that, it's still pretty cool. ~MightyDantheman
DanzLua
#182406019Monday, January 25, 2016 11:05 PM GMT

Surprising or not, the game will actully be single-player based. So to make this clear, Would making the NPCs run locally result in less lag? Would this cause the client to run them instead of the NPCs? "Today you are you, and that is truer than true. There is no one alive that is youer than you!" ~Dr.Seuss
xNitrospeedx
#182408967Monday, January 25, 2016 11:40 PM GMT

Yeah, the local scripts will only be run on the client. You can do your nasty while loops there and your pathfinding
DanzLua
#182411825Tuesday, January 26, 2016 12:14 AM GMT

Muhaha, Thanks guys. :) "Today you are you, and that is truer than true. There is no one alive that is youer than you!" ~Dr.Seuss
MightyDantheman
#182420864Tuesday, January 26, 2016 2:19 AM GMT

If your running a single player game, wouldn't it technically be filter-enabled? ~MightyDantheman
QJD1996
#182421269Tuesday, January 26, 2016 2:25 AM GMT

No, not at all. FilteringEnabled means that there is no communication between the Client and Server. Neither can modify each other without the use of RemoteFunctions/Events. Just because it's singeplayer doesn't mean it can't be exploited. If anything, people can get away with more exploiting because there'd be no one to report them.

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