[HELP] Player Out of sync
#1

Maybe anyone has an idea, of how to detect players out of sync? And maybe a way to sync them without relogging them? I mean, when SetPlayerPos,SetPlayerHealth, etc. doesn't work on a player, but he can see the chat, send the commands...
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#2

Try this: Reconnect Command
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#3

Quote:
Originally Posted by aRoach
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Quote:
Originally Posted by wups
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And maybe a way to sync them without relogging them?
If you didn't understand - by relog I mean reconnect.
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#4

If u can't set his pos, he is prolly lagging, you can't do much about it. lagging also causes desync
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#5

I think there is something like ForceSync.
Check the wiki.
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#6

In server.cfg:
Код:
Lower values of onfoot_rate incar_rate weapon_rate increase sync performance although increase bandwidth.
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#7

Quote:
Originally Posted by aRoach
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In server.cfg:
Код:
Lower values of onfoot_rate incar_rate weapon_rate increase sync performance although increase bandwidth.
This will not sync players who are out of sync. I think it will even make more players go out of sync.
Is noone facing this problem, except me?
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#8

iam experiencing this dsync issues when i load the fireworks script. its sending too many information to the clients at the same time - press and hold down F5, and check out the bandwidth usage. when it exceeds the download-capability of a client, this client will most prolly dsync. i know that spawning >200 objects at the same time (within 75 ms) can be dangerous.
one way to estimate an almost precise amount, is to hold down F5 for 1 second before you start an "event", then, as soon the event is done, hold down F5 again. the first big value will be the total used bandwidth used in that time during the event - it sums up when not held down. pretty handy sometimes
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#9

Quote:
Originally Posted by Babul
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iam experiencing this dsync issues when i load the fireworks script. its sending too many information to the clients at the same time - press and hold down F5, and check out the bandwidth usage. when it exceeds the download-capability of a client, this client will most prolly dsync. i know that spawning >200 objects at the same time (within 75 ms) can be dangerous.
one way to estimate an almost precise amount, is to hold down F5 for 1 second before you start an "event", then, as soon the event is done, hold down F5 again. the first big value will be the total used bandwidth used in that time during the event - it sums up when not held down. pretty handy sometimes
The weird thing is, that only a few players per day (max) experience desync. So maybe something is wrong with their internet connection? Sometimes things get laggy for me too, but then i press TAB and things fix, when everyone's Score is loaded.
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