Thanks, kalarhan. Do you mean multiplayer lag or engine lag?
Separate issue: In Lav's MS documentation for header_operations (section: SCRIPT/TRIGGER PARAMETERS AND RESULTS), he says, "You can declare your scripts with as many parameters as you wish. Triggers, however, are always called with their predefined parameters. Also the game engine does not support more than 3 parameters per trigger. As the result, some triggers receive extra information which could not be fit into those three parameters in numeric, string or position registers."
Does the 3 parameter limit for triggers no longer apply? ti_on_agent_hit has 5 parameters, which seems to contradict this.
Separate issue: In Lav's MS documentation for header_operations (section: SCRIPT/TRIGGER PARAMETERS AND RESULTS), he says, "You can declare your scripts with as many parameters as you wish. Triggers, however, are always called with their predefined parameters. Also the game engine does not support more than 3 parameters per trigger. As the result, some triggers receive extra information which could not be fit into those three parameters in numeric, string or position registers."
Does the 3 parameter limit for triggers no longer apply? ti_on_agent_hit has 5 parameters, which seems to contradict this.
Code:
store_trigger_param = 2070 # (store_trigger_param, <destination>, <trigger_param_no>),
# Version 1.153+. Retrieve the value of arbitrary trigger parameter. Parameters are enumerated starting from 1. Note that despite the introduction of this operation, there's not a single trigger with more than 3 parameters.
Code:
ti_on_agent_hit = -28.0 # Agent has been damaged with a weapon attack. Does not fire on client side in multiplayer missions.
# trigger param 1 = damage inflicted agent_id
# trigger param 2 = attacker agent_id
# trigger param 3 = inflicted damage
# trigger param 4 = hit bone
# trigger param 5 = item_id of missile used to attack (if attack was with a ranged weapon)
# reg0 = weapon item_id
# pos0 = position of the hit area, rotation fields contain the direction of the blow
# If (set_trigger_result) is used in the code with operation parameter equal or greater than zero, it will override the inflicted damage.