02-16-2015, 11:26 PM
How I recently discovered that triggers are pretty nasty
I've tested my mission Cojones Fritos with few friends twice. Last time was Sunday on CiA server with 4 players.
We had no issue whatsoever.
But seems that same mission with 15 players ended prematurely... in 20 sec or so, apparently mission failed cuz a HVT died despite that wasn't the case.
So, i have an end trigger checking if some unit is still alive, nothing fancy, but it seems that for a split of the second all units are dead/inexistent on server. This is not an issue if lag or disync is insignificant.
But the effect on lag, as expected, is multiplied when there are more players, just enough for the trigger to kick in before the [/size]checked unit "to be alive on server". And that causes a forced end mission.
[/size]
What i did to fix, as Alwarren suggested, is that i added a condition to force the trigger to kick in after the game started and units had time to "become alive" on server:
(time>15) and (!alive HVT)
I didn't know about this method, in translation seems that the trigger will wait 15 seconds after game started to do the checking.
Hopefully this will fix he issue.
Thank you AL!
I've tested my mission Cojones Fritos with few friends twice. Last time was Sunday on CiA server with 4 players.
We had no issue whatsoever.
But seems that same mission with 15 players ended prematurely... in 20 sec or so, apparently mission failed cuz a HVT died despite that wasn't the case.
So, i have an end trigger checking if some unit is still alive, nothing fancy, but it seems that for a split of the second all units are dead/inexistent on server. This is not an issue if lag or disync is insignificant.
But the effect on lag, as expected, is multiplied when there are more players, just enough for the trigger to kick in before the [/size]checked unit "to be alive on server". And that causes a forced end mission.
[/size]
What i did to fix, as Alwarren suggested, is that i added a condition to force the trigger to kick in after the game started and units had time to "become alive" on server:
(time>15) and (!alive HVT)
I didn't know about this method, in translation seems that the trigger will wait 15 seconds after game started to do the checking.
Hopefully this will fix he issue.
Thank you AL!