Im not too experienced with spark profiler https://spark.lucko.me/YftkzU4dIq
#Whats causing lag in this case?
23 messages · Page 1 of 1 (latest)
your MSPT is really really weird
well this is not normal...
do you have any scripts that has loops in them? @gleaming cliff
I think I could name a couple but I would have to check in the morning
It looks like in this case you're using
on move: <-- which is not optimized. There are probably better ways for doing what you need to do
I actually dont have that in any of my skripts
this is the only thing that loops players
I think its some sort of while loop with a teleport. do you have anything that is like that?
permission: op
trigger:
set {afk} to location of player
command /afk:
trigger:
send "&6Teleporting you in 3 seconds, &cPlease dont move!" to player
set {_l} to location of block at player
loop reversed 3 times:
play sound "entity.experience_orb.pickup" at volume 1 at pitch 1 to player
if location of block at player is not {_l}:
send "&6teleportation &cCanceled because you moved!" to player
stop
wait 1 second
send "&6Teleporting You To AFK In 2 Seconds, &cPlease Don't Move!" to player
play sound "entity.experience_orb.pickup" at volume 1.5 at pitch 1 to player
if location of block at player is not {_l}:
send "&6teleportation &cCanceled because you moved!" to player
stop
wait 1 second
send "&6Teleporting You To AFK In 1 Seconds, &cPlease Don't Move!" to player
play sound "entity.experience_orb.pickup" at volume 1.5 at pitch 1 to player
if location of block at player is not {_l}:
send "&6teleportation &cCanceled because you moved!" to player
stop
wait 1 second
teleport player to {AFK}
play sound "block.note_block.pling" at volume 1 at pitch 1 to player
send "&aYou Were Teleported To AFK!" to player
teleport player to {AFK}
play sound "block.note_block.pling" with volume 10 and pitch 2 to player
stop```
is like the only thing that teleports
oh and
permission: setspawn.sk
trigger:
set {spawn} to player's location
send "&aSuccess!"
command /spawn:
trigger:
send "&6Teleporting you in 3 seconds, &cPlease dont move!" to player
set {_l} to location of block at player
loop reversed 3 times:
play sound "entity.experience_orb.pickup" at volume 1.5 at pitch 1 to player
if location of block at player is not {_l}:
send "&6teleportation &cCanceled because you moved!" to player
stop
wait 1 second
send "&6Teleporting You To Spawn In 2 Seconds, &cPlease Don't Move!" to player
play sound "entity.experience_orb.pickup" at volume 1.5 at pitch 1 to player
if location of block at player is not {_l}:
send "&6teleportation &cCanceled because you moved!" to player
stop
wait 1 second
send "&6Teleporting You To Spawn In 1 Seconds, &cPlease Don't Move!" to player
play sound "entity.experience_orb.pickup" at volume 1.5 at pitch 1 to player
if location of block at player is not {_l}:
send "&6teleportation &cCanceled because you moved!" to player
stop
wait 1 second
teleport player to {spawn}
play sound "block.note_block.pling" at volume 1.25 at pitch 1 to player
send "&aYou Were Teleported To Spawn!" to player```
do you have any sort of while loop?
I only see a while player is online:
what is inside of that
while player is online:
set title of player's scoreboard to "&6&lWoolioSMP"
set line 1 of player's scoreboard to "&a&m "
set line 2 of player's scoreboard to "&7User: &3%player%"
set line 3 of player's scoreboard to "&3&m"
set line 4 of player's scoreboard to "&a> Kills: &x&f&b&0&0&0&0⚔&r%{kills.%player%}%"
set line 5 of player's scoreboard to "&a> Deaths: &x&f&b&0&0&0&0☠&r%{deaths.%player%}%"
set line 6 of player's scoreboard to "&a&m "
set line 7 of player's scoreboard to "&7Online Players: &r%size of all players%/500"
set line 8 of player's scoreboard to "&7Unique Joins: &r%size of all offline players%"
set line 9 of player's scoreboard to "&7Server IP: WoolioSMP.minehut.gg"
wait 5 tick```
that shouldnt be causing severe issues but you don't need to update the scoreboard that often
a lot of those values dont change so its useless to update them 4 times per second
you can just set them once on join. and then for the values that do change, you can update it when they join. such as the on join and quit event for online players and unique joins. and the on death event for kills and deaths
well, on a free server it could be pretty taxing with like 10 players
also, dont do while loops and wait a tick
just do a timer