Let’s say you want to make the game lag. For some reason.
Well, I have the thing for you! Using recursion and a bunch of sentries, we can cut lag for a second or two, depending on the scale of the machine. All you’ll need is a trigger and a sentry or sixty.
First, let’s make the trigger recursive.
Then, we set the sentry to deactivate and activate on the channel that the trigger sends out. This should run on 600 channels in a single click, meaning our machine is already set.
If we place down a benchmark system (just a property continuously increasing connected to a text device displaying it), then when we run the lag machine, we’ll the the benchmark stutter, and if there’s enough sentries, it will rubber band you back!
Any more lag machine ideas? Lemme know, and I’ll add 'em to the guide. Thanks, and have a good one!
NOTE: props can also be used for this effect, with much less memory, but they are also VERY iffy and quite buggy, leading to bursts of spontaneous lag seemingly randomly. I love technical gimkit.
shdwy out.