I order you to forgive yourself!
Is there a way to make a lag detection?
Do you mean the drop box or something else?
None.
I order you to forgive yourself!
Just if the game is lagging.
Well, what do you need the lag detection for? I might be able to help more if I knew what purpose its serving.
None.
I order you to forgive yourself!
For exemple, if the game lags, then there is an action that could be executed.
Well..seeing as everything operates together, if there is lag, everything lags. Therefor timers and triggers will run at the laggy speed, but still do their functions just the same. So the only option I see is having the action for lag be manually triggered.
None.
I order you to forgive yourself!
Would there be a way to make a trigger lag (like waiting blocks) without using waits?
Is there a way to make a lag detection?
no. Not even with euds.
There might be a way with EUDs, but I'm not sure how, assuming there is one, the internal game timer might react with lag in a game.
None.
Most of the time I see lag detectors create a ton of units, causing massive lag. The players can then see who has the worst latency with the drop text box, and then vote ban someone out of the game.
None.
Take a look at labyrinthos. There is an ingame lag test which will determine which player lags by creating/ordering a bunch of observers.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Labyrinthos has a detection method.
Edit: Go away rockz.
None.
Does the labyrinthos system detect the lagger with triggers, or does it just let the players decide who the lagger is? My gut says the system lets the players decide.
I don't think trigger lag detection is possible, because to do so you would essentially need to compare the speed of the game with the speed of the external world, like, normal game speed is 11.8 cycles pers second or so with hyper triggers, but with lag maybe you only get 8.4 cycles per second, except we have no external clock to compare the in-game clock with, so I don't think its possible to do a solely-trigger system where you could rig it to set a switch or something when it lags.
None.
I didn't look into it, but "0057EEBC Elapsed Time (Frame)" might work as a clock.
None.
Some other maps spam Unplacable units.. which for some reason shows the lagger(s) with the lag box. ..
So add that and add a banning system...
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
What about waits? They could depend on the real time clock.
Then just compare it with a dc and you have your lag detection.
What about waits? They could depend on the real time clock.
Then just compare it with a dc and you have your lag detection.
Waits don't keep ticking while the dropbox is up, and they slow down just as much as the game does when it's only clicking by.
It is impossible for the game to objectively tell if there is lag, let alone find the person who is causing it.
Intentionally causing lag via triggers doesn't give players any insight into actual connection quality.
But it can give them a good scapegoat.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Intentionally causing lag via triggers doesn't give players any insight into actual connection quality.
But it can give them a good scapegoat.
It doesn't find someone with a bad connection, that's true, but it finds people with bad CPUs.