You could try one of these scripts to see if it helps the lag:
Blizz Anti Lag:
http://forum.chaos-project.com/index.php/topic,104.0.htmlAnother Anti Lag:
http://forum.chaos-project.com/index.php/topic,12291.0.htmlFor your switch difficulty, you could try using Simple Event Sensor:
http://forum.chaos-project.com/index.php/topic,8581.0.htmlIn your Switch Event Name, put in <sensor=1> instead of 4, and use two pages.
Page 1 has your "Up" position. Enable Direction Fix. Set Trigger to "Action Button"
Page 2 has your "Down" position. Page Condition Self Switch D. Enable Direction Fix here also. Trigger to Action Button also.
This is where it gets a little tricky. Set "Trigger" to "Action Button". Just trust me on that. To the right of where it shows your Button Graphic, there is a section called "Autonomous Movement". Set "Freq" to highest. Set "Type" to Custom, then hit the button just below "Type" that says "Move Route...". In the window that comes up, uncheck "Repeat Action". If "Repeat Action" is not checked when you first open the window, then you are in the wrong Move Rotue Window. There are two ways to do Move Route. One is on the Left next to your Page Graphic, that is the one we want. The other is over on the Right where you double click and it shows in the "List of Event Commands", that is the one we do NOT want. Now, in your "Move Route" window, the one where "Repeat Action" is initially checked by default, you should see all of those buttons for "Move Up", "Turn Down", etc. There is a Button on there that says "Script". Click on Script. In the Script box, put in the word "start". No Quotes, all lower case. Hit ok. Click Script again. This time, put in "@trigger = -1", again, no quotes in the box.
Your Move Route should now look like this:
$>Script: start
$>Script: @trigger = -1
The word "start" will work like an Autorun, where everything in the "List of Event Commands" to the right will run as soon as this Page is active. The page change is controlled by Simple Event Sensor so you do not have to do anything to change those self switches, as that is what the Sensor is for. The script that says "@trigger = -1" will prevent the Player from being able to press the Action Button to execute the list of event commands. Basically, its an Invalid Trigger so the Player wont be able to trigger the "List of Event Commands" by using the Action Button, so it only triggers when that Page first becomes active, due to the Script that says "start". I'll explain Triggers briefly.
@trigger = 0 is "Action Button"
@trigger = 1 is "Player Touch"
@trigger = 2 is "Event Touch" (Useful for Enemies that approach the Player)
@trigger = 3 is "Autorun"
@trigger = 4 is "Parallel Process"
When @trigger = -1, none of those work, so it basically disables triggering altogether, so the only way for the Event to fire off its "List of Event Commands" is by a manual trigger, which is where "start" comes into play. Dont worry about having to reset @trigger, when the Player moves off of the switch, then steps back on to the switch, it will retrigger properly.
Now, over on the Right, set up your "List of Event Commands" to do what ever you want them to do. All of this stuff will run as soon as the player steps on the Switch. You can even set up the switch to change Graphics so it plays a "going down" type of animation when the player triggers it, if you wish. Since the Event Commands enable you to do stuff with other Events, you can pretty much make anything happen here.
The reason I gave you this very complex way of doing things is that it gets you used to pushing the engine well beyond its designed limits. It should show you that the real limits dont come from the engine itself, only your imagination. You get exactly what you want when you want it. A Button that can do ANYTHING that doesnt give "False Triggers" (such as player hitting the Action Button while standing on the Switch).
Side note: Sensor is so incredibly useful that I honestly believe that in any later version of RPG Maker, it should be built in. It may not seem very useful at first, but when you realize that it can be used as everything from a simple Enemy AI to a Button Controller and even a Door Controller (walk away from door and door closes), you begin to see the true power of Sensors. Thank LittleDrago if you do decide to use Sensors. Im working on my own type of Sensor that isnt ready for release yet, but the basic concept is exactly the same.
I hope this helps. Let us know if you have any trouble with the Anti Lag scripts.