| #define dr_update_range 50000 //should be a bit bigger than camera.clip_far; 0 means no update range is used |
|
//Lite-C:
function player_func() { VECTOR dist_move;} |
|
#define dr_angle_sensitive 5
#define dr_ang_update_rate 4 #define dr_pos_update_rate 0.5 #define dr_max_players 32 #define dr_update_range 50000 |
| Parameter | Description |
| dr_angle_sensitive | Angles that have changed in this tolerance aren't sent. Because changes of the angle of some degrees aren't always noticeable, traffic can be saved here. A too big tolerance can cause a lagging rotation. |
| dr_ang_update_rate | Number of pan updates that should be sent per second if the pan changes. |
| dr_pos_update_rate | Number of position updates per second if the position of the entity has change (0.5 = all 2 seconds). This is executed beneath the normal DR algorithm for correction purpose. |
| dr_max_players | Max. player number of your game (only used when Client Update Range is enabled). |
| dr_update_range | Range (in quants) around the player entity of a client, where updates of entities are received. All entities out of this range are set to invisible and passable and cause no traffic on the client. Because of that the range should be bigger than the clip_far range. If this value is set to 0 no Client Update Range is used. |
|
//Lite-C:
function player_func() { VECTOR dist_move;} |