He's making a path finding function. This needs to be recalculated everytime because the position of the unit and possible obstacles aren't always at the same place (the 7 range is only a radius around the unit, not the full playable map).
Naw, actually all triggers are run at all clients (players' computers) at the same time.
So even if there's a trigger that only effects player 1, all other players will run this trigger too and remember the changes.
That way they don't have to send info on everything that happens through the net, because every player always calculates what happens.
But when you're playing online and a player lags behind (e.g. because he alt-tabs or his pc is slow) then the player's machine cannot send all responses to the server. The server notices this and tells all players to wait for the lagging player. If the lag isn't resolved after 45 (?) seconds then bye bye.
So the host makes sure that all clients stay in line, but the host won't run the triggers for them.
In multiplayer the slowest computer should lag the game to catch up to the others and not cancel prematurely.
I think (tho this is only a guess) that it's actually an execution limit and not a time limit. There can be x number of operations before the thread gets canceled - and this happened to take 175ms for you.
Anyway, I have a 3.4 GhZ single core here, but it doesn't have internet access so I can't test it on this :<
@crutex: Go
He's making a path finding function. This needs to be recalculated everytime because the position of the unit and possible obstacles aren't always at the same place (the 7 range is only a radius around the unit, not the full playable map).
@SouLCarveRR: Go
Naw, actually all triggers are run at all clients (players' computers) at the same time.
So even if there's a trigger that only effects player 1, all other players will run this trigger too and remember the changes.
That way they don't have to send info on everything that happens through the net, because every player always calculates what happens.
But when you're playing online and a player lags behind (e.g. because he alt-tabs or his pc is slow) then the player's machine cannot send all responses to the server. The server notices this and tells all players to wait for the lagging player. If the lag isn't resolved after 45 (?) seconds then bye bye.
So the host makes sure that all clients stay in line, but the host won't run the triggers for them.
In multiplayer the slowest computer should lag the game to catch up to the others and not cancel prematurely.
I think (tho this is only a guess) that it's actually an execution limit and not a time limit. There can be x number of operations before the thread gets canceled - and this happened to take 175ms for you.
Anyway, I have a 3.4 GhZ single core here, but it doesn't have internet access so I can't test it on this :<