syncs the receiving of triggers instead of the sending of them as a sort of occam's razor implementation
this means that most of the trigger stuff will be happening on the host while the clients just receive the resulting effects.
the host in this situation is the vip, and any scripted mission will revolve around them. only they will be able to use TriggerUsables and proceed the map. missions with restarts on death will only restart when the host dies.
there will be bugs due to how fragile the implementation is, especially around destructibles and external desyncs
this is expected with how dangerously open the trigger system is
syncs the receiving of triggers instead of the sending of them as a sort of occam's razor implementation this means that most of the trigger stuff will be happening on the host while the clients just receive the resulting effects.
the host in this situation is the vip, and any scripted mission will revolve around them. only they will be able to use TriggerUsables and proceed the map. missions with restarts on death will only restart when the host dies.
there will be bugs due to how fragile the implementation is, especially around destructibles and external desyncs this is expected with how dangerously open the trigger system is