Description
Simulates a network disruption for a specific player, introducing artificial input lag, packet loss, and positional desync for a set duration. Intended for game modes that incorporate a latency-based penalty system. Does not affect other players' clients.
Snippet
Sever Player Connection(Event Player, 200, 30, 5);
Properties
Returns: Void
Parameters: Player, Latency, Packet Loss, Duration
Player
Type: Player, Default: Event Player
The player whose connection will be simulated as degraded.Latency
Type: Number, Default: 100
The artificial input delay added to the player's inputs, in milliseconds.Packet Loss
Type: Number, Default: 10
The percentage of simulated packet loss, from 0 to 100.Duration
Type: Number, Default: 3
How long the simulated degradation lasts, in seconds.