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Good idea about the system load, is there anyway to check it from the Source
engine? But saying that, I added "simple" Ai like Mossman and it was able to
hold a couple more NPC's before becoming laggy again.

I was also thinking about the bot idea and how that would work, because the
bots just act as clients controlled by the engine. But for some reason
network usage ramps up pretty fast with them, which is weird because the
CS:S bots are quite good at it but are more complex than the SDK bots.

On 2/22/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
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> [ Picked text/plain from multipart/alternative ]
> If you add lots of the SDK bots to a server, especially an listen server
> you
> get a hell of a lot of CPU related lag as you strugle to process all of
> them. This happens in other games too. If all else fails do what the
> Brainbread team did, if no one is near, kill the npcs. If theres too many
> in
> the area, kill some npcs. Don't spawn anything unless the player can
> interact with it. Set up triggers for when the players enter somewhere.
>
> Try and optimise the NPC's more if you need LOTS of them. Yet again,
> brainbread is an example of this, the zombies are rather docile, rather
> dumb
> and doesn't do as much processing. You could also cut down on some extras
> like animations, certain sounds and other tidbits.
>
>
> --
> Draco
> --
>
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--
- Benjamin Davison
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