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Staredit Network -> UMS Assistance -> Lag Test
Report, edit, etc...Posted by Tdnfthe1 on 2006-04-10 at 19:25:28
I've seen other maps with a lag test function, it basically works like saving game. Game freezes a bit and you can see who's lagging in the game. I wanted to know how to do this, so can anyone help? Thanks much for any answers.

~Tdnfthe1
P.S. if you have no clue, please dont post.
Report, edit, etc...Posted by M_s4 on 2006-04-10 at 20:04:16
I heard you activate a lot of pointless triggers. Such as setting and clearing like 50 different unused switches, or if you used them, running a (very short, to not add dling time) silent .wav like 40 times without waits in between them. Basically you make a lot of action which require lots of processing power happen without really interferring with the game
Report, edit, etc...Posted by 00cnr on 2006-04-10 at 20:06:54
A good way is to create a bunch of units in a place where they can't be created so teh unit unplaceable thing pops up, do like 225+ and it will "lag test"
Report, edit, etc...Posted by www.com.au on 2006-04-10 at 20:25:22
Ugh, but then you get that annoying text on the screen. no one likes that.
Report, edit, etc...Posted by Tdnfthe1 on 2006-04-11 at 18:37:22
QUOTE(M_s4 @ Apr 10 2006, 06:03 PM)
I heard you activate a lot of pointless triggers. Such as setting and clearing like 50 different unused switches, or if you used them, running a (very short, to not add dling time) silent .wav like 40 times without waits in between them. Basically you make a lot of action which require lots of processing power happen without really interferring with the game
[right][snapback]462766[/snapback][/right]

Thanks ill try this, ill repost if it works. Thanks alot.

~Tdnfthe1
Report, edit, etc...Posted by fritfrat(U) on 2006-04-11 at 20:54:02
Almost all lag tests I have seen all had to do with creating massive amounts of units with the Unit Unplaceable message flooding the screen. This way, slower computers take longer to catch up, and show up on the drop window. I honestly can't think of another method I have seen..
Report, edit, etc...Posted by AngeL) on 2006-04-13 at 15:52:18
i remember a sunken defence where i think the trigger was setted up like this:

Trigger
Description:
LAG TEST
Players:
¤ Force 1
Conditions:
¤ Player 1(host) bring exactly 1 terran civilian at "Lagtest"
Actions:
¤ Create 50 terran wraith at "lagtestarea" for player (any player)
¤ kill all terran wraith for (the player) at "lagtestarea"
¤ Create 50 terran wraith at "lagtestarea" for player (any player)
¤ kill all terran wraith for (the player) at "lagtestarea"
¤ Create 50 terran wraith at "lagtestarea" for player (any player)
¤ kill all terran wraith for (the player) at "lagtestarea"
¤ Create 50 terran wraith at "lagtestarea" for player (any player)
¤ kill all terran wraith for (the player) at "lagtestarea"

i hope i helped w00t.gif
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-13 at 19:02:10
Here's something that creates a lot of lag... smile.gif

Make massive amounts of burrowed units in a 1x1 location, then order them to move. And if you want to add even more lag ( smile.gif ) have a text messege say (to the person doing the test) to center over the unburrowing madness and click on some stacked pylons. smile.gif

Note: Second part may lag out lag tester... (lol)
Report, edit, etc...Posted by AngeL) on 2006-04-14 at 03:32:42
OT: how to create an unit already burrowed?
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-04-14 at 09:02:40
Use "create units with properties" action. Remember to have burrowing enabled for whoever player it creates for.

Also: This may not be right, and I don't have time to test now, but I think if you create more than one burrowed unit at a time they won't burrow in the same spot. I'll test it when I have time...
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