Ok.. So im Done Coding the ShurikenVortex Skill and Yeah It Works fine but...
The only Problem i had .Is
When i Start The skill the skill Range/Dest Well be Generated "Randomly" and its gonna be something like 13 to 14 However it Should Cover The Whole Screen .
With a few Mobs Spawn Something like 50 to 65 mobs in Range The skill Works Fine but With A Greater Spawn and i mean something like 100 or a 120 the client Crashes its not gonna Close but its done Stuck i cant do anything but Task Manager it .
FACT. "THE SKILL KILLS THE PHEASANT's RIGHT AWAY " Which Might be the Problem "LOTS OF SPAWN LOTS OF DIED MOBS AT ONCE TO MANY DIED PACKETS TO SEND ? " cus i was wondering is it the General Packet sending after the mob is Dead .
Knowing that Scatter/Volcano After the Range Editing and its Covering the Whole Screen/Kills Everything in Range Dose Not Cuz Any Crashing any other Skill Cept the ShurikenVortex .
Sooo... Any Idea On what did i do wrong ?
And Is it Wrong To have such Spawn Number in Range i mean like 100 mob Pear Jump .
Ps.. The Spawn Number Was just a Skill Testing Its not the Correct number That i wish to spawn if i had a public server but i wanna make sure Waht is the Problem Exactly so i dont Have to suffer with it later .
Sounds to me like you are using a list of mobs to run through a multi target packet and the client is overloading.
I know the client has a ton of problems with things like that if you don't split the packets up (IE: multi target packet for scatter with screen full of mobs can crash stometimes).
Personally my mutli target spell system is a class so I do something like..
MultiSpell S = new MultiSpell();
S.AddTarget(Target, Damage, Hit);
//etc
S.Send();
if I wanted I could do a simple setup inside it so like...
Something like that could work. Again, your packet system obviously won't be anywhere similar to mind, just saying that you might wanna run a check for how many things are already targeted and if there get to be too many, do a new packet and send the old one
Sounds to me like you are using a list of mobs to run through a multi target packet and the client is overloading.
I know the client has a ton of problems with things like that if you don't split the packets up (IE: multi target packet for scatter with screen full of mobs can crash stometimes).
Personally my mutli target spell system is a class so I do something like..
MultiSpell S = new MultiSpell();
S.AddTarget(Target, Damage, Hit);
//etc
S.Send();
if I wanted I could do a simple setup inside it so like...
Something like that could work. Again, your packet system obviously won't be anywhere similar to mind, just saying that you might wanna run a check for how many things are already targeted and if there get to be too many, do a new packet and send the old one
Thank you soooo much and yeah im on it i'll let you know if that works .
EDIT .. So you are telling me that having such a spawn number is not Wrong right ?>
i mean it dosent Run against The Clint Understanding if i had such a spawn number .cus we all know that tq never had such a spawn in any of there maps and they dident use the C# to build the source code . which always makes me wonder how come that source Runs better than the now days sources which is built with more advanced coding options .
but the Question is .
they dont have that spawn number cus its wrong and its against the Game Design.
or its ok to have it .
if its ok than the skill/Packets needs to be fixed else
its all fine
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