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Sync

In a single-player game it does nothing. On a server it is the only way to show everybody the same number

sync count

One variable in one field — and its value travels to everybody playing on this map.

On a server the map is computed once — on the server. Clients see a copy of it, and in that copy processors’ variables are empty: the server does not broadcast them, because there are hundreds of them and they change every tick.

Usually that is not needed: a client sees blocks, units and messages. But if a script wants a client to read a value — a player’s display drawing a score from a processor’s variable, say — the value has to be broadcast explicitly. That is what sync does.

Every variable has its own timer: it can be sent once every 50 milliseconds. Anything a program tries to send more often simply is not sent — no error and no queue.

sync a global flag
what it carries any value “yes” or “no”
to whom every client processors and the map’s objectives
how often 20 times a second per variable no limit

Flags are about a script’s logic, sync is about what the player sees. A number on a display, a countdown to a wave, a team’s score: everything a client reads from a processor’s variable needs broadcasting.

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