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COMMUNITY QUESTION

How can I clear up humanoid lags, without getting rid of the humanoids?

Hello there! I am currently creating a MOBA. And as many of you may know, MOBA's consist of many minions. Now you see, my problem is this: 6 minions spawn from each lane, on each side. Meaning its 6 * 2 (Both sides) * 3 (Number of lanes) And apparently because of the high number of Humanoids, the whole server starts to lag... And im not talking about FPS lag, im talking about things being slow and unresponsive. For example: My turrets missiles are moving WAY slower than they should (Using RocketPropulsion), and they move just fine when there are a little amount of mobs. Also the detection of enemies within the turrets range is slow and doesn't react like it should, however it works just fine when there are a little amount of mobs.

So basically what im asking is this : How can I reduce the server-side lags, without getting rid of all the humanoids? (I need those minions :<)

2 answers

mx = game.Debris
mx2 = game.Debris.MaxItems

if (mx.MaxItems > 9999999999) then
	mx.MaxItems = mx2*.9999999999
end

Does this still Work with all these updates?

2 comments

0

When has changing the MaxItems of the Debris service...ever...decreased any lag?

0

I dunno.

I haven't experienced this yet, but I've heard some people don't even use humanoids. They program there own AI scripts from SCRATCH. This means if you were to open the models, there would be no humanoid in them. Just a thought, though.

3 comments

0

That would lag more and take more time, the scripts would be over 500 lines long.

0

Oh. See? I've never done that before. I've just heard people doing that. lol

0

I have done that before, but the bodies were fairly simple. less than 3 blocks. He has a LOT of minions. So I don't think that would be the ideal thing to do.

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