QUOTE
Either I think it's not posibble, i think it's way difficult and complex or I just didn't get it.
The latter is the truth. It's very complicated, but this is how you would do it.
Have a narrow strip of land with a comp unit at one end.
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Conditions:
-starting lag detection
Actions:
-Order Zerg Zergling owned by P8 at "lagdetect-start"; Move to "lagdetect-end"
-Wait for 2500 milliseconds
-Set Switch "end lag detector"
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Condtions:
-"end lag detector" is set
-P8 Commands at least 1 zergling at "lagdetector-moved1"
Actions:
-Move All Zergling for P8 at "lag detection area" to "lagdetect-start"
-Set Death counter to 10 (highest lag)
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Condtions:
-"end lag detector" is set
-P8 Commands at least 1 zergling at "lagdetector-moved2"
Actions:
-Move All Zergling for P8 at "lag detection area" to "lagdetect-start"
-Set Death counter to 9 (higher lag)
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Condtions:
-"end lag detector" is set
-P8 Commands at least 1 zergling at "lagdetector-moved3"
Actions:
-Move All Zergling for P8 at "lag detection area" to "lagdetect-start"
-Set Death counter to 8 (slightly higher lag)
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ETC, ETC, ETC for locations on though 10 and counters 10 - 1
Locations Used:
- "lagdetect-start" Start area at top of strip of land"
- "lagdetect-finish" End of strip of land"
- "lag detection area" area of stril of land
- "lagdetector-movedX" small locations, leading from start to finish.
You would have to balance the wait time and number of lag detector locations given actual lag. Lag detector returns a counter showing lag. Create a set of triggers, one for each lag state.