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People Disc from my Map

11-09-2003, 11:31 PM#1
NYMETS17
I made a kick *** 1st-person shooter game, but players are constantly disconnecting whenever the game starts up. In order to make the camera smooth i need a periodic trigger every .01 seconds of the game which includes panning of camera, rotation of camera, etc. Could this be the problom that computers can't handle this rapid mess of camera triggers. What can I do to fix this disconnecting problom and how can it be prevented?
11-10-2003, 12:12 AM#2
Bulletcatcher
You're having the trigger execute every 0.01 seconds. Do you really think people need 100 fps camera updates for the map? Try making it run something like every 0.02 seconds at the most, and preferably even less often. Who knows, it might help.
11-10-2003, 01:39 AM#3
NYMETS17
Alright, anything .05 or above is choppy and .04 is borderline bad. When game starts camera triggers are turned off, but even before they start up people disconnect from my map. I can't figure out this very annoying problom so I'm requesting that a editor can fix this. Download my map and edit it and post a reply with the new "working" version. *Only Deathmatch Mode has been made* B.net name is Remote. I labled map name as Progress

PS: Put your name in the new version with mine under map description
11-10-2003, 01:41 AM#4
Draco
If you are using local player anything for triggers, it will happen. You can't use that kind of stuff in multiplayer. Same goes for some fade filters etc.
11-10-2003, 03:33 AM#5
NYMETS17
Local Player?
11-10-2003, 05:15 AM#6
Cloud-Strife
local player being a particular computer, desyncs/disconnects usually happen because there is different data coming from 2 players, and because of this, they get booted out because their data does mot match the host. When you use local player in triggers, this tends to happen. Also, using waits instead of polled waits will cause desyncs, so they can also be the problem.
11-10-2003, 11:11 AM#7
Stinky_Pooh
are you saying if u use a wait for 1 player he/she might drop, b/c they not at same point in gameplay as other players?
11-10-2003, 11:58 PM#8
NYMETS17
So your saying I should make a periodic time event that's the same for all players, so there isn't four sets of timed triggers running at the same time. Should this also apply to my panning sequences/cinematics that don't apply to the time event?
11-11-2003, 01:27 AM#9
Cloud-Strife
yea, if you use a periodic timed event that is the same for all players that should be fine. And yes, if you apply a wait to 1 player only while other people are playing and the wait isnt polled for everyone, they can disc. As for the panning sequences and cinematics, those should also use the same wait system.