Server "clogs up" to a lot of triggered outputs; any way to fix?
3 replies, posted
I have various trigger_multiples that trigger outputs (set damage filter for no fall damage, actively "push" a tracktrain like TF2 carts, instantly resupply grenades, strip weapons from players, etc.) The problem is that while it works fine when I test it by myself, in servers with actual players, I noticed the triggers will jam up and not trigger for some players; some people still take fall damage, the track train doesn't respond to anyone, some people don't get grenades until other people dispose theirs or if people start dying to "open up the queue".
I should note that these triggers only happen one at a time (so only 1 of the outputs I mentioned are executed concurrently) and are usually a single brush entity. These individual triggers all share the characteristic of getting a flood of outputs really fast it seems. I've tried increasing the delay, but there are lapses of triggers i.e. 1 player falls and activates trigger for no fall damage, if another player falls right behind that player, they fall past the trigger brush while it's disabled.
I was hoping someone had enough experience with issues like this to offer a solution.
For the fall damage, I have a workaround of just using a thin layer of water to cushion the falls.
Set "Delay before reset" to 0
[QUOTE=FelixDragon;46382353]Set "Delay before reset" to 0[/QUOTE]
I have already unfortunately. If I turn on ent_messages_draw 1, i see that while I'm in the trigger brush, the game constantly poops out outputs as I move around.
I can't imagine how it'd look with ~10 players simultaneously.
Right now, I'm testing if maybe it's because 10 players are all getting triggered by 1 brush (maybe if i partioned it up into multiple trigger brushes, it might work).
I'll post results soon.
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