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Limits on "Fast" Scripts?


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In JKA multiplayer, is there a limit to how many script commands can be executed per second, or how many scripts can be running at the same time? If too many script commands are happening at once, will this lead to client-side or server-side instability?

 

I have a very "fast" script that affects 4 entities simultaneously, executing 10 script commands per second on each one. That comes to 40 script commands per second, just for this one script. I don't notice any lag or anything when I'm testing it out by myself, but I'm wondering if it could cause issues when the map is run on a real server, with real players connected.

 

Of course, I'm aware that runaway loops will always cause problems. That seems to be an example of too many commands happening at once. That's mainly why I'm wondering about this. If runaway loops bog down systems, is there a concrete limit to keep in mind when making scripts "fast" in other ways?

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