So, curious issue here…
I think this reflects the limitations of the source engine in a multiplayer situation, but hopefully one of you have an idea as to how to fix it.
Essentially i have somewhere near 150 or so Trigger_Once Entities on my map,
These Entities are not named (Maybe they should be…)
But each one individually triggers a piece of the map breaking when triggered, making for a dynamic experience.
The problem, is that generally on the first round of the game on multiplayer. The Triggers trigger, yet the objects below them do not break. I understand that they trigger because a visual counter i implemented does activate, yet the func_Breakables do not break. Sometimes they may break after a long delay (30 seconds), or sometimes they will not break at all.
I’ve only experienced this issue on a dedicated server with 6+ players on it, as previously on my own local server i experience no problems whatsoever.
This problem also seems to cause server crashes, sometimes when the triggers are set off, they correctly break the pieces below them, and seconds later the entire server freezes and restarts.