karlis Posted March 3, 2012 Share Posted March 3, 2012 the PreRender probably wouldnt even work, as its called before anything is drawn, and HUD render is just the same, but draws under the hud. Frequency for all of them is the same - once a frame. So it wont be better. Link to comment
Moderators IIYAMA Posted March 3, 2012 Author Moderators Share Posted March 3, 2012 Make lots of triggers instead of onclientrender? Like: onPlayerSpawn(all), onPlayerWasted(all), reloadgun(ammo/weapon_img), onPedDamage/onPlayerDamage(armor/health), onPlayerWeaponSwitch (ammo/weapon_img), onClientPlayerWeaponFire(ammo/weapon_img) (I don't know if they are all true... it is just a sample of it) Would that be better against lagg or does it make more lagg? and what about the names between >() sample: onPlayerWeaponSwitch > (weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement) Link to comment
karlis Posted March 3, 2012 Share Posted March 3, 2012 just hide the hud once resource/map starts, will do the work. if you need to draw new hud, onClientRender is only option. Link to comment
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