I've been having an issue with a map I'm making for TF2. Nothing spectacular, after the Pyro patch last week I had a sudden idea of using it to play soccer. Unfortunately, the airblast added to the Flamethrower doesn't affect a func_physbox. Okay, no big deal; I made the map melee only and restricted the spy's knife and had the entire map regenerate health to avoid kills.
A friend suggested I add an audience to the stands I put in for looks and upon doing so, the map now causes incredibly high latency. Each of the 18 audience members (one of each character for each team) is a prop_dynamic set to continually use a taunting animation to give the illusion of them cheering on the players. I also send a break output after a team wins the round to the opposing team's fans.
While they work as intended, they cause some intense lag. Pings for clients skyrocket upwards of 400. I know it's them causing it since after sending an ent_remove_all prop_dynamic command, pings dropped back to normal.
Would the lag be caused by the prop_dynamics all animating continually or the break command lying dormant in the game_round_win entity? Neither makes much sense to me as causing such high latency, but it must be one of the two.
