The good thing you have mentioned about the ticrate is that its fixed on the server.
It is probably a better idea to have an amxmodx plugin instead to run the timer on the trigger_multiples for the timer but also I have found out too amxmodx has it's limitations, its ticrate delays are 30ms and not 10ms as you have stated which would have made the timer perfect but instead results in which would desync timers otherwise.
Even the author of amxmodx has admitted this problem which they are trying to fix. It's not just amxmodx but also sourcemod has this problem as well.
Source :
http://www.bailopan.net/blog/?p=27I've only tested the maps on a listen server which causes this effect, im not sure if it has the same effect or not on a dedicated server but I will let you know the results soon.
The timers in source engine is indeed accurate and you can do more with it on a single entity than the goldsource but however they both run identical, the only difference is that goldsrc requires more entities for it to work where source engine uses significantly less triggers which results in the source engine to run the timer efficiently and more effectively but both run from their respective engines 100%.
Even valve has gotten a timer to work on Half-Life so I know for a fact that the goldsrc engine is capable of getting a timer to work 100% perfect.
The reason I chose a zone-based activator via trigger_multiple than a func_button are for 3 reasons
- Efficency
- Accuracy
- Convenience to the players
Also I know that entities in general are not treated the same, some entities like func_train for example uses more game memory than infodecal as an example.
It's a good idea to experiment with the right entities to ensure that the timer not only runs 100% but also efficiently so that there is virtually no lag, I probably can somehow reduce the count of the triggers that can do this but so far all i know from the game engine itself that the timer is indeed working perfectly.
All it needs is suitable testing, I have compared it with a stopwatch over my phone and the game itself and it does indeed work, the game shows 3.62 seconds on the start/stop on my map and my phone i have compared it with shows about 3.67 - 3.68 so i know that its simular but i can never get a timer from a stopwatch to synchronize with the game timer perfectly so there is always some form on desynching with the accuracy of me using the stopwatch and getting the timer to work exactly at the same time.
Amxmodx would have been a good 3rd party tool to use to compare but unfortunately I have stated earlier it has timing issues which results in desync times with the maps and also it doesnt allow ms times to appear either which is a shame really.