Arg, ok, looks like I've run into an issue with text detection, although its not the one I thought it'd be...
Ok, first to get a few things straight:
When a line of text pops up on the screen it takes 1 out of 11 line numbers. Every line takes the "next" one and then goes back to one... (message 1 takes line 1, message 2 takes line 2, etc. etc.)
So, in order not desync players, one has to make identical actions for 11 triggers each of which detect identical text for each of the 11 lines... (this is due to the fact that players may not always be on the same "line" due to private messages and such)
Surprisingly enough, this works. The game doesn't seem to notice these are actually different triggers being used, and its fine as long as the actions are the same and they run at the same time.
However, it seems like the slightest bit of lag causes that text to disappear a split second sooner or later for some players.
As soon as that text dissappears for one but stays for the other, and the trigger runs for the other, desync...
This also applies the other way around, if the message comes on faster for one than the other, it also apparently desyncs...
In games with absolutely no lag, it works wonderfully... as soon as the slightest lag hits however... desync...
Ideas on getting around this? (this was done without hyper triggers btw; I'd imagine hyper triggers would compound that issue considerabely...)
I've tried with hypers and it's impossible. There's no real way to prevent lag. I've deemed Text Detection as 1 player only in my books.
You could always use it for refrence or RPG things..
like type "help" and it displays some information on how to work the map, or type "read" and it displays a note posted on the door or something..
Because your problem arises from lag issues, the most obvious solution is to take measures to prevent in-game lag. There are thousands of obvious things you can do to decrease in-game lag (consolidate trigger usage, remove units from an area that a player has left, etc.), but knowing more about each player's connection can also prove helpful. If you can create an in-game trigger that assigns a value to each player's chances to crash (low, medium, high) based on input by each player at the start of the game, you can create triggers that give players with a smaller chance of lagging a more intense game and players with a higher chance of lagging a less intense game. For instance, in an RPG, you could give high-risk players ranged units and low-risk players melee units so that the high-risk players are generally not looking right at the action (less CPU usage means more CPU can be dedicated to keeping the connection up). There's no sure-fire way to prevent the problem that I can see, but since lag is the key concern, you can still make a multiplayer game that uses EUD triggers that (hopefully) won't drop everyone.