#CPU Overheating

54 messages · Page 1 of 1 (latest)

maiden star
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I've tried optimizing my circuits to make it not go crazy on the CPU Heat, but I just can't do it. Every time it says "[event receiver object entered] error: out of CPU heat" I'm wondering if this singular chip is causing problems, but I'm not even running an event receiver to begin with. Any ideas on what could be causing this heat, and how to manage it? Should I start adding manual delays?

thorny cobalt
maiden star
thorny cobalt
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ehh scratch that nvm

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Consider sending photos of circuits in chat and letting other people give tips and tricks

maiden star
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The problem is I don't know where the chain stops, and why it stops on "[event receiver object entered]" if I don't use any object stuff in my circuits

maiden star
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this happens. constantly. Now its talking about a local authority chip (I don't even have a local authority chip placed in this room?!?!)

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really at this point I'm asking how to reduce CPU heat because thats the recurring problem

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these transform circuits practically happen within frames of eachother, and that typically where the cpu heat overloads

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im very desperate, i need this for my contest room and I cant find anything on how to manage circuit heat

maiden star
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It is made to teleport everyone on a list to a location. Theres probably I much easier way but I'm still figuring stuff out

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Trigger Zone Player List > Get Element from List > Set Transform > Add Role

thorny cobalt
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ill h

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ill help in a sec

maiden star
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im kinda giving up on trying to find a way to reduce cpu heat

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please help

thorny cobalt
# maiden star please help

Send an event to everyone that includes the trigger volume player list

Then, ask if the local player is contained in that list
If they are, teleport them to that location and add the role

maiden star
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i am super confused on what that means

thorny cobalt
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you'll need an Event Definition, Event Sender, and Event Receiver

maiden star
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how would that make it use less cpu heat? wouldn't teleporting everything all at once cause more heat than doing it gradually?

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Also, would I just make a custom event that activates the local player transform? how would that teleport everyone and not just one person?

maiden star
# thorn ginkgo please be local

nah nothing is local, i know what local players are but dont know how to implement it so instead of learning i just avoid it

maiden star
flat wharf
# maiden star I did this, but it still over-heats.

If ur not using local player values, then ur not following their instructions correctly. I’ve attached an image that shows the circuits, but whenever u send an exec (I just used a button in this case), it will send a signal to every player to check if they are included within the list, and setting their position to whatever u input. Instead of checking each element in the list, it instead just runs the circuit on each players’s device to check if they are in the list, which should reduce cpu by a good amount. Also remember to set the event sender to target All like shown in the second image. And obviously remember to wire everything else accordingly such as the position and rotation.

maiden star
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I tried this, it ended up not teleporting anyone. I got a local player variable type thing and put it on the transform and the list contains.

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I can play around with it again to see if I screwed up, but I don't think it worked.

maiden star
long nexus
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So what is your circuit supposed to do?

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@maiden star?

maiden star
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Get a load of people and teleport them all to the same location

long nexus
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Use an event definition with a vector3 input, put the desired position through that in an event sender set to send it to all, and the event receiver should use the exec and vector3 straight from that, with a “get local player” going into the target input.

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That’ll make every individual player teleport just themself to the location.

maiden star
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Do i have to run the vector3 through the sender? or can I just use a "create vector3" and put it into the transform?

long nexus
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Is the destination something you pick? Or will it always be the same location?

maiden star
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It will always be the same

long nexus
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Oh then yeah, you can just use a vector create chip plugged straight into the set position chip, no need to add a vector to the event definition

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If you ever wanna do something to lots of people, it’s often better to split the load so that instead of 1 player doing something for everyone, everyone does it but just for themselves

maiden star
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I'll have to test it again, but what it sounds like is basically the same thing as the other person said above and that didn't work for me.

long nexus
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May have been explained weirdly to you or something, i have a circuit that does exactly that and it works perfectly

maiden star
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I don't know stuff still overheats. sends these error logs constantly and it drives me crazy.

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The last 3 logs I was able to fix, but that event receiver never stops

long nexus
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How come it’s saying stuff about an object?

maiden star
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I dont know! I dont even use any object stuff in any circuits! it drives me insane

long nexus
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Could you send a photo of the circuit?

maiden star
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I'll have to remake it and try and follow your instructions better, maybe its something else entirely. It might take a bit, I have to get on my alt and stuff to test it.

long nexus
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Event definition
Button or whatever > event sender
Event receiver > Set position
Get local player > set position (same one)
Vector create > set position (same one)

maiden star
maiden star
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I got the respawn to work, didnt configure something right. Still have some cpu issues, trying to fix them currently.

long nexus
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Where are the position and rotation coming from?

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and where does the “list contains” come from? It doesn’t look like it comes directly from the trigger volume’s circuitboard.

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also again, are you trying to teleport everyone, or just a large group?