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Re: Do anti-lag scripts work?

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supremebloxboy is not online. supremebloxboy
Joined: 12 Jun 2010
Total Posts: 424
23 Feb 2016 06:02 PM
the max items in debris ones
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supremebloxboy is not online. supremebloxboy
Joined: 12 Jun 2010
Total Posts: 424
23 Feb 2016 06:16 PM
bump
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Ripepperoni is not online. Ripepperoni
Joined: 04 Jul 2010
Total Posts: 5715
23 Feb 2016 06:20 PM
eh not really
you're better off just making your scripts more effecient and using :Destroy() instead of :remove()
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spinywind is online. spinywind
Joined: 26 Jan 2012
Total Posts: 3580
23 Feb 2016 07:19 PM
I like to use this script i made to reduce a little amount of lag for my games. Pretty useful.


workspace.ChildAdded:connect(function(child)
if child:IsA 'Tool' or child:IsA 'Hat' or child:IsA 'Fire' then
wait(.1)
if child.Parent == workspace then
child:Destroy()
end
end
end)

game:GetService('Players').ChildAdded:connect(function(child)
if not child:IsA 'Player' then
child:Destroy()
end
end)

if game:FindFirstChild 'Teams' and game.Teams:IsA 'Teams' then
game.Teams.ChildAdded:connect(function(child)
if not child:IsA 'Team' then
child:Destroy()
end
end)
end





Huehuehuehuehuehue.... hi there
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Ripepperoni is not online. Ripepperoni
Joined: 04 Jul 2010
Total Posts: 5715
23 Feb 2016 10:17 PM
minus destroying the hats and tools that's pointless
nothing but a team should enter teams and nothing but a player should enter players
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mycheeze is not online. mycheeze
Joined: 27 Jun 2011
Total Posts: 6748
23 Feb 2016 10:21 PM
One thing I like to do is manually adjust the rotations of instances.
Often you will see a part that has the rotation (89.9996, 0, 0) or something similar, and what you could do is round it to 90, 0, 0 to reduce the amount of data it would be carrying. Another thing you can do is get rid of instances that are not in use, using the minimum amount of instances as possible, using unions to reduce the amount of parts and properties etc.
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kingkiller1000 is not online. kingkiller1000
Joined: 12 Dec 2008
Total Posts: 26415
23 Feb 2016 10:24 PM
> to reduce the amount of data it would be carrying

That's not exactly how it works...
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mycheeze is not online. mycheeze
Joined: 27 Jun 2011
Total Posts: 6748
23 Feb 2016 10:39 PM
( ͡° w ͡°) oke bb
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Ripepperoni is not online. Ripepperoni
Joined: 04 Jul 2010
Total Posts: 5715
23 Feb 2016 11:03 PM
@mycheeze

yea doesn't rly make sense
.899 takes just as much space as .9 data wise (I believe)
I guess you could argue the computer would have a little bit of an easier time doing math with it but the fact that you have to round and scan for weird numbers in rotation will prolly cause a bit more lag.
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
23 Feb 2016 11:04 PM
It's not, 3.142421 and 0 and 213829148921482918 are all going to be stored across 4 bytes (in V3s/CFs/etc.) or 8 bytes (Lua numbers, NumberValue, etc.)
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kingkiller1000 is not online. kingkiller1000
Joined: 12 Dec 2008
Total Posts: 26415
23 Feb 2016 11:06 PM
The anti-lag script will cause far more lag itself than what you're trying to eliminate. Trying to eliminate a single byte or whatever here and there will do nothing.
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