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Reduced position updates and spawn in timers

Image 4 years ago
parent
commit
194bd80a1e
2 changed files with 2 additions and 2 deletions
  1. 1 1
      EQ2/source/WorldServer/Rules/Rules.cpp
  2. 1 1
      EQ2/source/WorldServer/zoneserver.cpp

+ 1 - 1
EQ2/source/WorldServer/Rules/Rules.cpp

@@ -274,7 +274,7 @@ RuleManager::RuleManager() {
 	RULE_INIT(R_Zone, WeatherChangePerInterval, "0.02");			// default: 0.02 (slight changes)
 	RULE_INIT(R_Zone, WeatherChangeChance, "20");					// default: 20% (in whole percents)
 	RULE_INIT(R_Zone, WeatherDynamicMaxOffset, "0.08");				// default: 0.08 - dynamic weather changes can only change this max amount
-	RULE_INIT(R_Zone, SpawnUpdateTimer, "200");						// default: 50ms - how often to check for spawn update sends
+	RULE_INIT(R_Zone, SpawnUpdateTimer, "50");						// default: 50ms - how often to check for spawn update sends
 	RULE_INIT(R_Zone, CheckAttackNPC, "2000");                      // default: 2 seconds, how often to for NPCs to attack eachother
 	RULE_INIT(R_Zone, CheckAttackPlayer, "2000");                   // default: 2 seconds, how often to check for NPCs to attack players
 	RULE_INIT(R_Zone, HOTime, "10.0");								// default: 10 seconds, time to complete the HO wheel before it expires

+ 1 - 1
EQ2/source/WorldServer/zoneserver.cpp

@@ -236,7 +236,7 @@ void ZoneServer::Init()
 
 	/* Static Timers */
 	// JA - haven't decided yet if these should remain hard-coded. Changing them could break EQ2Emu functionality
-	spawn_check_add.Start(1000);
+	spawn_check_add.Start(100);
 	spawn_check_remove.Start(30000);
 	spawn_expire_timer.Start(10000);
 	respawn_timer.Start(10000);