Multi-threading for advanced scripts
Some jobs are too big to finish in one tick, so you split them up and do a little each tick. A tick is one frame of the game loop - the server processes everything, then moves on. If your script tries to chomp through a giant job (a database query, an HTTP call, heavy math, a huge table) all in one tick, the whole game freezes until it's done. The fix is to break the work into bites and hand control back between bites. This is an advanced move. Reach for it only after you've already tried distance checks, longer Wait intervals, and throttling, and you still need more room.
Build it
Create the resource
resources/qu_multithread_demo/
fxmanifest.lua
client.lua