| 12-05-2003, 10:33 PM | #1 |
i have been a bit experimenting with the netsplit events (players get separeted in 2 games instead of being in 1) that randomly occur on some maps. i have found out that theese netsplits mostly occur when using player group triggers. althougth i know that theese netsplits can be annoying and most map developers try to avoid them, it also could be sometimes usefun to make a netsplit. for example if you want to make a kickvote on your map, but want the kicked player to continue playing alone. then you produce a controlled (!) netsplit, that splits the game apart leaving the kicked player alone while you continue playing with all others without him. the sequence i have found out to make a desired player split is the following, but it does not always work and it does not always knick the desired player. sucess to netsplit is about 60%, sucess to kick the desired player is about 70%. variables: allppl (player gouup) kickplayer (player) kickgrp (player gorup) triggers: add all players to group allpll add 1 random players from player group (all players from player group (allppl) matching condition (matching player is kickplayer)) to kickgrp remove kickplayer from allppl clear kickgrp repeat the process 2 or 3 times. themor often you repeat it the bigger is the chance to netsplit. if you repeat it too often it will split all players apart. i am still working on the sequence, so for now have fun woth this one. |
| 12-06-2003, 02:51 AM | #2 |
Problem with idea, its a good one but its got a problem you didn't mention. By causing these net splits every time one happens the network becomes more unstable. This happens because now instead of 1 game running with say 5 players its got one game with 4 player and one game with 1 player. Now if say a heavily played map like a maul has this every time they kick a player it make another game for that player to play in by them self, so now if out of 1000 games 400 of these games are this map and now they all kick 1 player and so now there are 1400 games and the server now has to slow down a bit to accommodate for the new data it has to put out. ( I might be wrong on this but I am 90% sure on this) Ok, now if you still want to continue with this method, here is a few other ways to cause this netsplit. Is to use the get local player variable. So you could do something like when you choose to boot player have a dialog menu pop up and have one button with a hot key of any key and then use force key to cause that dialog to get local player and display text. It should cause them to split. This might be more efficient then your current way. Good Luck, and hope that info helps. p.s. I am not trying to bash this idea, its a good one but has some problems. |
| 12-06-2003, 09:46 PM | #3 |
you know i have started researching netsplits when my 3rd map had to be thrown away because it caused severe netsplits. and i never was able to fix that. there i had a real bad problem with netsplits, because they caused the game to split into multiple 2 player games. all 12 players were split in 6 2 player games. and that always randomly occured after the 1st 2nd or 3rd round. so i thougth it had something to do with the new round algorithm. i did some researches on it and found out what i have wrote above. so everyone who does not want netsplits never ever use theese commands. i perhaps wont resume work on that map so if anyone wants ill post it here. |
