01-11-2010, 10:00 PM
And, as I feared, the mission once again falls into desync after between 5 and 10 minutes or so. :'(
Well, maybe, it could be the server is having a bad day, or I could need to cut out even more stuff. I can't understand how too many triggers and looping scripts could be at fault, because some working missions (e.g. Linoleum) definitely have more triggers, at least. This isn't the most units I've ever seen, either.
I would think that looping scripts would be even less laggy than triggers, but maybe I'm wrong about this. By my count, this mission should have 4 looping scripts running simultaneously, at most. That doesn't sound like a lot to me.
One thing I did notice: I did use an @ command on at least one occasion. Maybe that updates too fast to handle in MP?
Would anyone be interested in beta-testing this mission with me again?
Well, maybe, it could be the server is having a bad day, or I could need to cut out even more stuff. I can't understand how too many triggers and looping scripts could be at fault, because some working missions (e.g. Linoleum) definitely have more triggers, at least. This isn't the most units I've ever seen, either.
I would think that looping scripts would be even less laggy than triggers, but maybe I'm wrong about this. By my count, this mission should have 4 looping scripts running simultaneously, at most. That doesn't sound like a lot to me.
One thing I did notice: I did use an @ command on at least one occasion. Maybe that updates too fast to handle in MP?
Would anyone be interested in beta-testing this mission with me again?
R. Kurtz "Koortz" Dmitriyev
My methods have become "unsound."
My methods have become "unsound."