A simple leto script for the cep torchscripts is probably easiest. Dragonsong actually wrote up one called killtorch for just that purpose, back in the day, though I don't have it handy. Just loop through the utp's in the mod checking the heartbeat slot and setting it blank if it's set to the torch script.
As for the rest, by way of comparison, we run a lot of delaycommands, which eats into our load budget, and run a mod heartbeat that is not-quite-but-nearly as hefty as I'm comfortable making it (but adds very slick functionality to the mod). We don't see much lag unless parties mass whole areas (generating about 100 hostile critters at one go). But, we just moved to better hosting (formerly on Amazon EC2), so will have to re-benchmark, since even that no longer generates noticeable server lag. Anyway, on the old servers, despite the lack of noticeable lag, we hit this issue with somewhere between 3-5 players on. I should note that we cap our instance servers at 16 to avoid getting ugly lag - the spawn size we feature wasn't allowing more, though on the new server 100+ spawns in the same area as a party of 10 isn't making lag.
kalbaern wrote...
I spawn/despawn all placeables that use a heartbeat to keep their impacts low).
This doesn't work, if you're suffering load. As I note above, the priority for spawned in placeable hearbeats is, like that for PAoEs, incredibly low. I know because we tried the same thing. Instead, you need to fire up psuedos on the places when players enter the area, and terminate when they're no longer in the area.
Funky
Modifié par FunkySwerve, 18 décembre 2010 - 06:31 .