NPC Boat causing HIGH PING!

Can someone help me make it so my NPC Boats dont cause spikes of +800 ping?

server.cfg



//Basic settings
//hostname				"DAX Flood"
//gamemode 				"daxflood13"
net_maxfilesize 64
//"sv_allowdownload" 		"1"
sv_minrate 20000
sv_maxrate 0
sv_minupdaterate 13
sv_maxupdaterate 66
fps_max 500
cl_cmdrate 101
cl_updaterate 101
rate 15000
sv_maxcmdrate 30
sv_mincmdrate 13

//download stuff
//sv_loadingurl "localhost/DAXfloodModLoad.php"
//sv_downloadurl "localhost/garrysmod"
sv_loadingurl "camdax.dyndns-free.com/DAXfloodModLoad.php"
//sv_downloadurl "http://camdax.dyndns-free.com/garrysmod"
sv_allowdownload 1
sv_allowupload 1

// voice communication
sv_voiceenable 1
sv_alltalk 3


How could i change the following to bring down my pings

Add code
[lua]
Add_NPC_Boat()

– npc Boat Functions --------------------------------

function NPC_Boat_Aim()
for k, v in pairs( ents.FindByClass( “npc_bullseye” ) ) do
v:Remove()
end
local NumberA = 0
while(NumberA <= 2) do
for k, v in pairs(ents.GetAll()) do
if v:IsValid() and !v:IsWorld() and !v:IsPlayer() then
if tostring(v:GetClass()) == “prop_physics” then
if v:GetNWInt(“type”) != 1 then
–Creat_bull(v)
local bull = ents.Create(“npc_bullseye”)
local X = math.random(-50,50)
local Y = math.random(-50,50)
local Pos = v:LocalToWorld( v:OBBCenter( ) )
bullpos = Vector(Pos.x + X,Pos.y + Y, Pos.z) – I had to do this so at least some of the bullseyes could be seen by the enemy
if v:IsValid() then
bull:SetParent(v)
end
bull:SetPos(bullpos)
bull:SetKeyValue(“health”,“9999”)
bull:SetKeyValue(“minangle”,“360”)
bull:SetKeyValue(“spawnflags”,“516”)
bull:SetNotSolid( true )
bull:Spawn()
bull:Activate()
end
end
end
end
NumberA = NumberA + 1
end
end
concommand.Add( “NPC_Boat_Aim”, NPC_Boat_Aim )
function Add_NPC_Boat() --Add_NPC_Boat
--------------------------
–Auto Turret NPC Boat
--------------------------
–/*
–NPC Boat A Props List
NPCBoat_A_Props = {}
NPCBoat_A_Props[1] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-906.043762, -2146.775391, 1.775226),
Angles = Angle(-89.905, 177.332, 179.999),
Health = 700
–Tip = “Cost: $1000
Health: 1500”
}
NPCBoat_A_Props[2] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-911.445801, -2062.019775, 1.808267),
Angles = Angle(-89.959, 178.572, 180.000),
Health = 700
}
NPCBoat_A_Props[3] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-912.540833, -1981.867676, 1.808178),
Angles = Angle(-89.937, -10.428, 10.992),
Health = 700
}
NPCBoat_A_Props[4] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-899.510010, -1906.703857, 1.821375),
Angles = Angle(-89.951, -179.042, 180.000),
Health = 700
}
NPCBoat_A_Props[5] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-765.898315, -1908.069092, 1.791514),
Angles = Angle(-89.925, -2.203, 0.002),
Health = 700
}
NPCBoat_A_Props[6] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-761.103516, -1978.245361, 1.774463),
Angles = Angle(-89.953, 179.417, 180.000),
Health = 700
}
NPCBoat_A_Props[7] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-756.968018, -2062.170410, 1.816308),
Angles = Angle(-89.948, 177.025, 180.000),
Health = 700
}
NPCBoat_A_Props[8] = {
MDL = “models/props_interiors/vendingmachinesoda01a_door.mdl”,
Loc = Vector(-755.685242, -2150.230957, 1.816693),
Angles = Angle(-89.950, -179.676, 180.000),
Health = 700
}
–NPC Boat Turrets list
NPCBoat_A_Tur = {}
NPCBoat_A_Tur[1] = {
Loc = Vector(-768.922668, -1994.354614, 16.277740),
Angles = Angle(0.183, -0.063, -0.042)
}
NPCBoat_A_Tur[2] = {
Loc = Vector(-811.596924, -1917.978271, 17.101271),
Angles = Angle(0.000, 91.408, 0.000)
}
NPCBoat_A_Tur[3] = {
Loc = Vector(-840.901978, -1963.032104, 8.778634),
Angles = Angle(-0.000, -176.752, 0.000)
}

NPCBoat_A_Tur[4] = {
	Loc = Vector(-811.597534, -2018.851929, 15.310069),
	Angles = Angle(-0.000, -90.668, 0.000)
}
--Spawn NPC Boat Turrets
for k, v in pairs(NPCBoat_A_Tur) do
	local Tur = ents.Create("npc_turret_floor") -- This creates our npc entity
	Tur:SetPos( v.Loc ) -- This positions the npc will spawn at
	Tur:SetAngles(v.Angles)
	Tur:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_PERFECT )
	Tur:Spawn() -- This method spawns the npc into the world
	Tur:AddRelationship("player D_LI 999")
	Tur:SetNWInt("PropHealth", 100)
	Tur:SetNWInt("type", 1)
	Tur:Activate()
	Tur:AddRelationship("npc_bullseye D_HT 999")
end
--Spawn NPC Boat Props
for k, v in pairs(NPCBoat_A_Props) do
	local ent = ents.Create( "prop_physics" )
	ent:SetModel(v.MDL)
	ent:SetPos(v.Loc)
	ent:SetAngles(v.Angles)
	ent:Spawn()
	ent:Activate()
	ent:SetHealth(100000)
	ent:SetCustomCollisionCheck( true )
	ent:SetNWInt("PropHealth", v.Health)
	ent:SetNWInt("type", 1)
	--Weld NPC Boat Props to Turrets
	for a, b in pairs( ents.FindByClass( "npc_turret_floor" ) ) do
		ent:SetNetworkedEntity("Owner", b)
		local weld = constraint.Weld( ent, b, 0, 0, 0, collision == 0, true )
	end
	
end
NPC_Present = 0
for k, v in pairs(ents.GetAll()) do
	if v:IsValid() and !v:IsWorld() and !v:IsPlayer() then
		if tostring(v:GetClass()) == "npc_turret_floor" then
			NPC_Present = NPC_Present + 1
		end
	end
end
if NPC_Present >= 1 then
	NPC_Boat_Aim()
end
--*/
NPC_Present = NPC_Present + 1
NPC_Boat_Aim()

end
concommand.Add( “Add_NPC_Boat”, Add_NPC_Boat )
[/lua]

This gets run every time a prop is destroyed



NPC_Present = 0
		for k, v in pairs(ents.GetAll()) do
			if v:IsValid() and !v:IsWorld() and !v:IsPlayer() then
				if tostring(v:GetClass()) == "npc_turret_floor" then
					NPC_Present = NPC_Present + 1
				end
			end
		end
		if NPC_Present >= 1 then
			NPC_Boat_Aim()
		end