These two actions together are fantastic, but I've noticed something odd when using them.
It seems that when they are used, it removes your mouse icon. This is good, and I'm glad it does this.
However, I've noticed that if I test my map and apply them camera, then go to menu and restart the map, the camera still works, but my mouse appears in the center and moves around a bit as I move the cameras. Is there another trigger im missing to ensure the mouse is hidden?
Related to the map above, but different: I made a WSAD movement system for this same map. It basically functions that if a player presses W then it adds that player to a player group. Then I have a second trigger that occurs every .02 seconds and picks all the players in that group and selects the unit that is supposed to move and moves him forward a small amount, simulating motion.
When I test the map locally, it runs great. However when my friend and I play it online, there is a delay before the movement starts and ends. Similarly, when you turn left and right, there is a delay. It doesnt seem to be lag, but it seems like when playing online, the reoccuring event is increased from .02 to something much higher. Any ideas? (Is this related to the Wait action minimum being 0.065? But if it is, why does it run perfectly during tests?)
For the first one, I have no idea why the mouse appears. Probably a bug or something but when playing online you can't restart a game so shouldn't be a problem.
Second, when playing offline your computer doesn't have to communicate with the online server and players. Everything is run locally so there's no delay between pressing a key and whatever trigger happening.
While playing online there's always going to be a delay because almost everything you do has to be communicated to the server, players, and ?back to you?. For instance, you press a key but before anything happens the game has to make sure everyone knows that you pressed that button. So your computer sends a message to the server, the server sends a message to all the players, all the played send a message back to the server saying ok, and finally the server sends a message back to you saying its ok. You to server (milliseconds), server to other players (100ms), players to server (100ms), and server back to you (100ms). A lot of delay between pressing e bottom and anything happening.
I could be wrong with how the game communicates. It may just send a message from the player to the server and server to the players and that's it, no round trip. Someone with more knowledge would know.
These two actions together are fantastic, but I've noticed something odd when using them.
It seems that when they are used, it removes your mouse icon. This is good, and I'm glad it does this. However, I've noticed that if I test my map and apply them camera, then go to menu and restart the map, the camera still works, but my mouse appears in the center and moves around a bit as I move the cameras. Is there another trigger im missing to ensure the mouse is hidden?
Related to the map above, but different: I made a WSAD movement system for this same map. It basically functions that if a player presses W then it adds that player to a player group. Then I have a second trigger that occurs every .02 seconds and picks all the players in that group and selects the unit that is supposed to move and moves him forward a small amount, simulating motion. When I test the map locally, it runs great. However when my friend and I play it online, there is a delay before the movement starts and ends. Similarly, when you turn left and right, there is a delay. It doesnt seem to be lag, but it seems like when playing online, the reoccuring event is increased from .02 to something much higher. Any ideas? (Is this related to the Wait action minimum being 0.065? But if it is, why does it run perfectly during tests?)
For the first one, I have no idea why the mouse appears. Probably a bug or something but when playing online you can't restart a game so shouldn't be a problem.
Second, when playing offline your computer doesn't have to communicate with the online server and players. Everything is run locally so there's no delay between pressing a key and whatever trigger happening.
While playing online there's always going to be a delay because almost everything you do has to be communicated to the server, players, and ?back to you?. For instance, you press a key but before anything happens the game has to make sure everyone knows that you pressed that button. So your computer sends a message to the server, the server sends a message to all the players, all the played send a message back to the server saying ok, and finally the server sends a message back to you saying its ok. You to server (milliseconds), server to other players (100ms), players to server (100ms), and server back to you (100ms). A lot of delay between pressing e bottom and anything happening.
I could be wrong with how the game communicates. It may just send a message from the player to the server and server to the players and that's it, no round trip. Someone with more knowledge would know.
Thank youu I appreciate the response. That makes sense. Its too bad that theres a delay like that but i figured it wouldnt be perfect.