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Staredit Network -> UMS Assistance -> Which set of triggers could cause more lag?
Report, edit, etc...Posted by StarmanJr. on 2006-10-30 at 14:49:14
I've been working on an RPG for awhile and it's nearing its completion (for Part 1 out of 2). Anyways, I'm cleaning/fixing the triggers around to try to reduce non-player lag.

The triggers I'm fixing at the moment are the wav looping triggers. My wav files are broken in severals parts and my map uses death counters to time them. I just need some help determining which of the two methods is effecient (ie: cause less lag)

Keep in mind that the same wav plays for all human players.

Method 1)

4 players (Force1) each have their own death counters keeping track of the wav being played and a death counter timer. When the death counter timer reaches X value, it resets itself to 0, increments the other death counter by 1, and plays the wav.

Method 2)

Similar to above except player 7 (computer) is doing the tracking and timing with death counters. When the timer reaches X value, it does the same as above EXCEPT this time it also gives Force1 a death counter. That death counter will be used to play a wav corresponding to its value. For example, if the death counter was 1, it would play the first part of the Battle wav. If it was 2, it would play the 2nd part... etc.

A quick synopsis would be that Method1 has 4 players doing their own tracking and timing while Method2 has 1 computer doing that instead.
Report, edit, etc...Posted by fritfrat(U) on 2006-10-30 at 15:54:39
I really don't think it would make a significant difference.. I mean, I suppose theoretically you are changing less values when you use p7 instead of the entire force 1, but simply settings deaths I would not expect to be a primary contributor to lag.
Report, edit, etc...Posted by dumbducky on 2006-10-30 at 18:32:34
Theoretically, the computer tracking sounds the most efficient. But if you really wanna know, you'd have to create and test both.
Report, edit, etc...Posted by PCFredZ on 2006-10-30 at 18:58:49
In my view, method 1 should intuitively cause more lag. However, it's also the only method to use if you want each player to pause and restart the music correctly the way he hears it himself.

By the way, method 1 only needs 1 death counter, not 2.
Report, edit, etc...Posted by StarmanJr. on 2006-10-31 at 08:59:14
QUOTE
By the way, method 1 only needs 1 death counter, not 2.

It could use just 1? How? When I keep thinking it over, it seems that it needs 2. >.<

EDIT: Ah, I think I see how it could use 1 death counter though I think I might be envisioning it in a wrong way.
Report, edit, etc...Posted by Kenoli on 2006-11-01 at 23:20:11
Why not count with the P7 death counter and use it directly as a condition for the human players? You don't need to use a seperate counter for each player.
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