Are you using a lot of loops orpheon? This gets really laggy

Well, look at my code :/.
The laggiest part is probably the aimbot, the bot goes through every shoot-able character twice, and then the aiming also has a loop inside.
The second loop, inside the aiming that takes care of vertical movement, I could replace with a single-step calculation. But then the bot would have problems with people falling, it would assume they keep falling at that rate and wouldn'tforesee them landing, which they do now.
You're right though that that doesn't need anyone but the rocketman.
If you're hosting a map with nodes (in other words; 2dfort), a few more loops will get done. But apart from that....
Oh, what there
is:
if attack_later == 0
{
if(collision_line(object.x,object.y,Target_x,Target_y,Obstacle,true,true)<0
&& collision_line(object.x,object.y,Target_x,Target_y,TeamGate,true,true)<0
&& collision_line(object.x,object.y,Target_x,Target_y,ControlPointSetupGate,true,true)<0
&& collision_line(object.x,object.y,Target_x,Target_y,IntelGate,true,true)<0
&& collision_line(object.x,object.y,Target_x,Target_y,BulletWall,true,true)<0)
{
LMB = 1
}
else if(collision_line(object.x,object.y-40,Target_x,Target_y,Obstacle,true,true)<0
&& collision_line(object.x,object.y-40,Target_x,Target_y,TeamGate,true,true)<0
&& collision_line(object.x,object.y-40,Target_x,Target_y,ControlPointSetupGate,true,true)<0
&& collision_line(object.x,object.y-40,Target_x,Target_y,IntelGate,true,true)<0
&& collision_line(object.x,object.y-40,Target_x,Target_y,BulletWall,true,true)<0)
{
jump = 1
attack_later = 1
}
}
And I think collision_line() is a loop. I'll look at it.
Is it laggy if you have no bots? Or is the problem only inside the AI?
You know Lorgan, the source is avaidable for download and it has everything inside it. And you
have GMK pro and you know how to use it. Go download it and improve it. You're one of the few who can do that.