Ice Bane
Member
- Reaction score
- 5
Hello there everyone, I've been working on a map for some time now and it's like, go out and farm yourself up to level 10, survive for 5 mins > win. If another player kills you, you lose one level. (Just some off-topic info)
In which case, I need a lot of creeps out on the battlefield, similiar to World of Warcrafts (and tons of other MMO:s) creep system.
I made a system based on regions where a trigger that every 20-35(or any other number) checks whether there is equal to 0 units owned by neutral hostile in the region, if there isn't any it will spawn one of levels ranging from 1-6, where these creep-types are setup with variables (with arrays), since I don't want ALL of the original creeps.
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I had about 80-100 of these triggers and when they started, they caused a desync, also known as server split. Which tend to appear if to much data is handled at the same time, and when it happens players are setup on diffrent servers not syncing and in doing so the players actions can't be seen by those who're on the opposite server.
I know this is the source of the desync since I removed all the spawn triggers and after that it was fixed.
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So here's my problem, is there any possible way to create a Creep system with about 80-100 instances running at the same time?
Either if you come up with a solution to the server split/desync problem OR if you come up with a new system.
Any feedback is very much appreciated!
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Questionmarks
Can you prevent desyncs/server splits? (If you can, what will do the trick?
Could putting all these triggers together into a smaller amount of triggers with a quicker timer and a randomizer for the regions solve it?
Like:
In which case, I need a lot of creeps out on the battlefield, similiar to World of Warcrafts (and tons of other MMO:s) creep system.
I made a system based on regions where a trigger that every 20-35(or any other number) checks whether there is equal to 0 units owned by neutral hostile in the region, if there isn't any it will spawn one of levels ranging from 1-6, where these creep-types are setup with variables (with arrays), since I don't want ALL of the original creeps.
Code:
Event - Every (Random Integer between 20 - 35 seconds
Condition - (""Counts units in region owned by Neutral Hostile")
Action - Unit - Create 1 Level_1_to_6[Random NR between 1 and 5]
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I had about 80-100 of these triggers and when they started, they caused a desync, also known as server split. Which tend to appear if to much data is handled at the same time, and when it happens players are setup on diffrent servers not syncing and in doing so the players actions can't be seen by those who're on the opposite server.
I know this is the source of the desync since I removed all the spawn triggers and after that it was fixed.
------------------------
So here's my problem, is there any possible way to create a Creep system with about 80-100 instances running at the same time?
Either if you come up with a solution to the server split/desync problem OR if you come up with a new system.
Any feedback is very much appreciated!
-----------------------
Questionmarks
Can you prevent desyncs/server splits? (If you can, what will do the trick?
Could putting all these triggers together into a smaller amount of triggers with a quicker timer and a randomizer for the regions solve it?
Like:
Code:
[B][U]Event [/U][/B] - Time - Every (Random nr between 8 - 12) seconds
[B][U]Cond[/U][/B] - none
[B][U]Actions[/U][/B] -
[B][I]If/Then/Else[/I][/B]
- [B]If[/B] - Integer - (Nr of Units in (Region[Random Nr between 1-10)) equal to 0
- [B]Then[/B] - Create 1 Level_1_to_6[Random NR between 1 and 5]
- [B]Else[/B] - Do nothing