Staredit Network

Staredit Network -> Concepts -> EUD Text-Detection Sync...
Report, edit, etc...Posted by yoni45 on 2006-06-26 at 01:08:10
First, to recap the issue: If there is any slight lag in the game and text-display based triggers are used, it desyncs the game because the triggers go off at different points in time (milliseconds apart, but enough to desync and drop "everyone else" out of the game)...

However, as it turns out, switches don't act as actions that are sent over the network and would desync players (like text message and minimap ping actions). So, if the text-detection condition is used, and all we do is turn on one of the switches, noone gets desynced...

Now, whatever we actually wanted to do with that text-detection, we simply set with a different condition:

Trigger
Conditions:
¤ Switch 1 is Set
¤ Deaths of Cocoon for P1 is more than 100
Actions:
¤ Create Marine at Anywhere



That particular death condition isn't for EUDs, but simply a death-count based timer. We simply keep a timer going from 1-100 (for example, could be less or more), and every 100 cycles (with hyper triggers, about 9 seconds), we check for the switches...

In other words, if we're using hyper triggers, we would have 100 cycles between which the text would be checked... So chances are, by the time we get to the "check", everyone's switches have already registered the text-display message...
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