Staredit Network

Staredit Network -> UMS Assistance -> Lag Tester
Report, edit, etc...Posted by Urmom(U) on 2005-10-12 at 17:29:48
Hey, I was probably going to put a lag detector system in my map and I wanted to know how to make them and if they are useful or not.
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 17:31:24
they are indeed usefull
instead of saving a game to see the lagger you use the lag tester to do it instead smile.gif
Report, edit, etc...Posted by ... on 2005-10-12 at 17:32:38
How do you use them anyway? pinch.gif
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 17:40:07
QUOTE(XxPacmaynExX @ Oct 12 2005, 05:32 PM)
How do you use them anyway? pinch.gif
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ok let me do it in trigger format

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Conditions
--------------------------------
Player x bring atleast 1 unit to Location x
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Actions
--------------------------------
Move unit At location x for player x at location x
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Creat 255 unit x at location for player x
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Creat 255 unit x at location for player x
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Creat 255 unit x at location for player x
----------------
Creat 255 unit x at location for player x
----------------
and so on....then...
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Kill all unit at location x for player x
----------------
Preserve Trigger
------------------------------------------------------

thats the only trigger you need to do the lag tester thing smile.gif
Report, edit, etc...Posted by Urmom(U) on 2005-10-12 at 17:58:02
hmm, ok thats pretty easy to do. ill go try that.

Topic Locked unless I decide to open it for further assistance.
Report, edit, etc...Posted by LegacyWeapon on 2005-10-12 at 18:08:44
The reason I like topics open is to allow feedback. Sometimes I wonder why people lock their topics when they get an answer. Sometimes a better solution could arise from further discussion.

Anyhow, on the subject of "Lag Tester," all these methods really just check to see if anyone has a slow computer (not a slow internet connection). Most times those trigger lag detection methods lag my computer (my computer isn't that great).
Report, edit, etc...Posted by Urmom(U) on 2005-10-12 at 19:26:13
I'll leave the topic open then. I just do that to prevent noobs from just repeating things and spamming to get more posts and minerals.
Report, edit, etc...Posted by Toothfariy on 2005-10-12 at 19:48:30
i've never herd of this lag tester before. im not seein how it works...
Report, edit, etc...Posted by Urmom(U) on 2005-10-12 at 19:58:50
it creates a bunch of units to lag the game and then removes them. then it will display the 'waiting for player "X" ' and show who has the weaker computer I guess.
Report, edit, etc...Posted by PlayaR on 2005-10-12 at 20:14:34
QUOTE(urmom @ Oct 12 2005, 07:58 PM)
it creates a bunch of units to lag the game and then removes them.  then it will display the 'waiting for player "X" ' and show who has the weaker computer I guess.
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yea i use it in most of my maps
its really usefull biggrin.gif
barely any maps in bnet have them tongue.gif
i found about it in some bound map smile.gif
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-12 at 20:32:09
Dude...no one has seen lag testers? I see them all the time. The only thing that bugs me is the unit unplaceable. Another way to work is to not place 255 of a unit, but to place 1 and kill it over and over again with hyper triggers (if there really is a lagger worth banning he will come up). That way you don't get the annoying unit unplaceable thing.
Report, edit, etc...Posted by Zeph on 2005-10-12 at 21:58:25
Lag testers should be manditory for everymap tongue.gif
You could always just place a lot of obervers or something that'll slow the game down for a player, and center location.
Report, edit, etc...Posted by DT_Battlekruser on 2005-10-12 at 23:52:05
The long-held myth about saving the game is true, people whose processors are not up to scratch can be caught on the lag menu during a game save.
Report, edit, etc...Posted by ... on 2005-10-13 at 15:22:18
QUOTE(DT_Battlekruser @ Oct 12 2005, 10:52 PM)
The long-held myth about saving the game is true, people whose processors are not up to scratch can be caught on the lag menu during a game save.
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Why almost every game I try to save the game to get rid of the lagger. Guess what, the lag menu never showed up. ermm.gif
Report, edit, etc...Posted by Urmom(U) on 2005-10-13 at 16:03:40
maybe thats a problem with the connection not the computer
Report, edit, etc...Posted by Merrell on 2005-10-13 at 16:16:29
Lag detectors are completely unnecassary and overly retarded. They do not detect slow connections, they simply detect who has the slow computer, but that person could not even lag.

Please don't put one in your map. They are a disgrace and a waste of strings.
Report, edit, etc...Posted by Urmom(U) on 2005-10-13 at 17:18:36
Hmm, well I'll have to show you my map later because I'm not sure what I would put in place of the lag tester.
Report, edit, etc...Posted by Toothfariy on 2005-10-13 at 18:04:24
QUOTE(Merrell @ Oct 13 2005, 02:16 PM)
Lag detectors are completely unnecassary and overly retarded. They do not detect slow connections, they simply detect who has the slow computer, but that person could not even lag.

Please don't put one in your map. They are a disgrace and a waste of strings.
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i agree lol. they sound like a waste of time and strings and not to mension time for the players
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-10-13 at 22:48:10
Who cares about lag detectors if they don't kick the lagger? There should be a lag-kicker system when the map detects lag.
Report, edit, etc...Posted by greenreaper on 2005-10-13 at 23:02:07
Well, if they are useful or not is up to the map creator. Secondly, for the "UNIT UNPLACEABLE" warning, you could add in the actions to display text "(spaces" so that it blocks out the yellow warnings, and also mute unit speech. I *think* that works.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-13 at 23:46:15
I don't think you can get rid of the sound cuz its not a unit speech...its a transmission
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-15 at 19:38:06
QUOTE(GgG-PlayaR. @ Oct 12 2005, 03:40 PM)
ok let me do it in trigger format

------------------------------------------------------
Conditions
--------------------------------
Player x bring atleast 1 unit to Location x
------------------------------------------------------
Actions
--------------------------------
Move unit At location x for player x at location x
----------------
Creat 255 unit x at location for player x
----------------
Creat 255 unit x at location for player x
----------------
Creat 255 unit x at location for player x
----------------
Creat 255 unit x at location for player x
----------------
and so on....then...
----------------
Kill all unit at location x for player x
----------------
Preserve Trigger
------------------------------------------------------

thats the only trigger you need to do the lag tester thing smile.gif
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you could just create # GroundUnit @ a water or some place you cant have ground units at
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