Template:Basic Fire On Information: Difference between revisions

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add info on why fire on X can be laggy
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{{{1}}} Nodes will only fire if {{{3}}} has seen the value on their local machine {{{2}}}. When this node sends impulses from {{{3}}} across the network it can be used to execute code that requires the impulse be from a specific user, like changing worlds, knockback, writing unsafe cloud variables, and other [[ProtoFlux:Local User|Local User]] sensitive nodes. {{{1}}} Nodes also check the value every game tick. If you're doing checks that require lots of calculations, it may be better to monitor a value that requires less processing power to calculate, or a value that doesn't change that often, and then check the rest of the conditions you were checking before on an [[ProtoFlux:If|If]] node, since those only check their argument when impulsed rather than every tick.
{{Template:Note|Using this node with [[ProtoFlux:Local User|Local User]] or no user input may cause undesired outcomes.|warning}}
 
{{{1}}} Nodes will only fire if {{{3}}} has seen the value on their local machine {{{2}}}.
 
When this node triggers from {{{3}}} it can be used to execute code that requires the impulse be from a specific user. This is useful for things like:
* changing world properties
* physics
* cloud variables
* other [[ProtoFlux:Local User|Local User]] sensitive nodes.

Latest revision as of 03:10, 10 August 2024

Using this node with Local User or no user input may cause undesired outcomes.

{{{1}}} Nodes will only fire if {{{3}}} has seen the value on their local machine {{{2}}}.

When this node triggers from {{{3}}} it can be used to execute code that requires the impulse be from a specific user. This is useful for things like:

  • changing world properties
  • physics
  • cloud variables
  • other Local User sensitive nodes.