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?
#CPU Overheating
54 messages · Page 1 of 1 (latest)
Its not that that chip is causing problems
its that every other chip is raising the CPU so much, that when that chip executes, it fineally hits 100%
So how would I solve that? just have a delay?
no, you would make your circuits more effiecient
I can join you in game if you want
ehh scratch that nvm
Consider sending photos of circuits in chat and letting other people give tips and tricks
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
this happens. constantly. Now its talking about a local authority chip (I don't even have a local authority chip placed in this room?!?!)
really at this point I'm asking how to reduce CPU heat because thats the recurring problem
these transform circuits practically happen within frames of eachother, and that typically where the cpu heat overloads
im very desperate, i need this for my contest room and I cant find anything on how to manage circuit heat
what is this system?
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
Trigger Zone Player List > Get Element from List > Set Transform > Add Role
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
i am super confused on what that means
you'll need an Event Definition, Event Sender, and Event Receiver
how would that make it use less cpu heat? wouldn't teleporting everything all at once cause more heat than doing it gradually?
Also, would I just make a custom event that activates the local player transform? how would that teleport everyone and not just one person?
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
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.
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.
I can play around with it again to see if I screwed up, but I don't think it worked.
I'll have to try it again to make sure, but it either didn't teleport anyone or still overheated.
Get a load of people and teleport them all to the same location
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.
That’ll make every individual player teleport just themself to the location.
Do i have to run the vector3 through the sender? or can I just use a "create vector3" and put it into the transform?
Is the destination something you pick? Or will it always be the same location?
It will always be the same
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
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
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.
May have been explained weirdly to you or something, i have a circuit that does exactly that and it works perfectly
I don't know stuff still overheats. sends these error logs constantly and it drives me crazy.
The last 3 logs I was able to fix, but that event receiver never stops
How come it’s saying stuff about an object?
I dont know! I dont even use any object stuff in any circuits! it drives me insane
Could you send a photo of the circuit?
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.
Event definition
Button or whatever > event sender
Event receiver > Set position
Get local player > set position (same one)
Vector create > set position (same one)
this doesnt work, I'm thinking it is because of the weird object event receiver using up all the heat and stopping by the time it gets to this point
I got the respawn to work, didnt configure something right. Still have some cpu issues, trying to fix them currently.