thx for all the offered help guys especially Dogmai as u were willing to go thru the code, but i have solved this issue. It just seems to work when the time is set to a certain amount for unexplainable reasons. I must say i am glad i ran into this issue though as its helped me to tidy my map up quite a bit using the debugger =)
yeah this happens online too, with 6 players it gets noticeable then 7 a bit worse and 8 is the worst (8 player game)
ive got a ban player feature added and while online i start with 8 players with the trigger delaying, i ban 3 players and its running smooth once again
thx for the reply but this happens when computers are added and testing offline, the speed for testing is set to faster as is online and i've tried to switch between real and game time (i usually use game time) but when i used real time it made the delay even longer. This is what leads me to believe the wait time is somehow being delayed longer since i know .1 game time is faster than .1 real time. Also to further test this theory i removed the waits between the actions and the trigger ran thru instantly without delay, which is too fast for what i need
if i cant find a proper solution ill probably just make a work around that applies faster wait times based on the # of players in game, this will probably reduce the delays i dislike but not completely remove them
i seem to be having an issue where a trigger that will run smooth (pans the camera almost instantly when the event happens & says "level two") becomes delayed when more players are in the game. The camera pan action ends up taking up to half a second to run and the "two" becomes delayed, i have a wait action between the two sounds obviously and another wait action between the camera pan and an initial action in the trigger, are they somehow becoming extended waiting times? I've turned just about every other trigger off and have ran in debug its not a thread issue, any ideas what could be slowing this trigger down?
id like to also add its not exclusive to this trigger, with enough players in the game my initial timer window takes about that same .5 second delay before it pops up.
thx for all the offered help guys especially Dogmai as u were willing to go thru the code, but i have solved this issue. It just seems to work when the time is set to a certain amount for unexplainable reasons. I must say i am glad i ran into this issue though as its helped me to tidy my map up quite a bit using the debugger =)
@Exaken: Go
@Exaken: Go
yeah this happens online too, with 6 players it gets noticeable then 7 a bit worse and 8 is the worst (8 player game)
ive got a ban player feature added and while online i start with 8 players with the trigger delaying, i ban 3 players and its running smooth once again
@Bibendus: Go
thx for the reply but this happens when computers are added and testing offline, the speed for testing is set to faster as is online and i've tried to switch between real and game time (i usually use game time) but when i used real time it made the delay even longer. This is what leads me to believe the wait time is somehow being delayed longer since i know .1 game time is faster than .1 real time. Also to further test this theory i removed the waits between the actions and the trigger ran thru instantly without delay, which is too fast for what i need
if i cant find a proper solution ill probably just make a work around that applies faster wait times based on the # of players in game, this will probably reduce the delays i dislike but not completely remove them
i seem to be having an issue where a trigger that will run smooth (pans the camera almost instantly when the event happens & says "level two") becomes delayed when more players are in the game. The camera pan action ends up taking up to half a second to run and the "two" becomes delayed, i have a wait action between the two sounds obviously and another wait action between the camera pan and an initial action in the trigger, are they somehow becoming extended waiting times? I've turned just about every other trigger off and have ran in debug its not a thread issue, any ideas what could be slowing this trigger down?
id like to also add its not exclusive to this trigger, with enough players in the game my initial timer window takes about that same .5 second delay before it pops up.