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Triggers & Scripts In this forum you may ask for help on fixing a trigger or script. But if you need help getting started with a trigger, this is not the right place — use the World Editor Help Zone.

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Old 02-04-2007, 12:48 AM   #1 (permalink)
Registered User LazeR-X
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Exclamation Map initialisation problem - trigger prob?

Hi there!

I´m working on a map thats like dota or tides of blood.

we´ve added tons of triggers that get initialized at the map initialization or after a few seconds..

the prob is... i´m not sure if its an issue with all the triggers..
but whenever we start the game with 6vs6 it somehow splits the game into 2 groups.. so its a 4on3 game and there is another game with 2on3 or so..

is it a well known problem? do i have to start the triggers on after another? are there too many actions in the triggers?
or do i have to preload stuff? should i pause the game for a few seconds to get the clients syncronize each other?

please help.. maybe u had those problem too in your early beginning of programming
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Old 02-04-2007, 09:02 AM   #2 (permalink)
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quite interresting problem, im not sure if its the triggers, but if it is then maybe you should try run the triggers one by one as you mentioned, or disabling some functions. you could also try disabling all the initialization triggers, and see if the map still splits. then we atleast know if its the triggers that are causing the problem.
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Old 02-04-2007, 09:14 AM   #3 (permalink)
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Try out what Diablo-dk said, if it doesen't work then I'll have a deeper look into it
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Old 02-04-2007, 03:56 PM   #4 (permalink)
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Splits are a nickname given to OUS (out of sync) which occures when players fail to keep their games the same and it ends up what happens on group 1's computers does not happen on group 2's computers and so the game drops them.

Common causes are too many triggers firing with too many funtions at once.
The reason it splits is that everyone's computers are at different speeds so if the host is ultra fast it will finish loading before the others do causing it to go out of sync.

The best way to avoid splits is to wait untill every one has loaded the map (after initial lag) then run the triggers in one big and laggy function or over a time since the game is most lightly to split appon loading than a few seconds into game.
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Old 02-05-2007, 03:16 AM   #5 (permalink)
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yeah. Just change everything OR mostly all to:

Code:
Elapsed Game Time (blah).
More than 1-2 seconds recommended...

Also try running triggers from others with the:

Code:
Run (trigger name) checking conditions
Map Initialization is NOT a usually recommended event to use.
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Old 02-05-2007, 10:22 PM   #6 (permalink)
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Its ok to int with but not recomended to use loads of times or run a big intilization trigger.

Timing the actions to 10 secs after int might be a good idea since that will make sure everyone has loaded and so players will not split as easily.
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Old 02-11-2007, 01:23 AM   #7 (permalink)
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so...
all triggers are set to get activated after 10 secs..
the only map ini trigger is one camera command and a text...
thats all.
so still dunno why there is a server split.
are there any known bugs or so? something i have to check?
i mean.. yes.. we have tons of triggers.. well.. actions that are triggered..
but they just act after 10 seconds.. the serversplit is immediately when the game starts.. or during the loading process..dunno..

so...heeeelp :-)
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Old 02-11-2007, 02:59 AM   #8 (permalink)
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Quote:
the only map ini trigger is one camera command and a text...
YOU JUST ANSWERED YOUR OWN QUESTION!

Some of the GUI camera commands are meant for SP ONLY and cause a desynce if used in multiplayer.
Also running camera commands on map int is bad since the game has just loaded.
Try changing the actions for the cameras and setting to work after 0.01 secs of ingame time, that should fix it.
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Old 02-12-2007, 01:05 AM   #9 (permalink)
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hmm.. nope.. changed that.. removed the cam..
first trigger that just removes user control and a text after 1 sec..
all the other main stuff with tons of triggers after 10 secs...

so still the same prob.. still server split.
dunno why. jass stuff shouldnt be a prob since nothing is triggered as long as the heroes comes into play.

so what else could it be?
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Old 02-12-2007, 01:20 AM   #10 (permalink)
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Does it happen as soon as the game starts, as in you aren't able to do ANYTHING? Or does it happen when you do something early on in the game?

I had a problem with a farm I used to select the difficulty in my maze, when you selected it in Multiplayer it caused a Server Split. It may be something like that.

The only sure solution right now is trial and error. Test your map until you can diagnose what exactly is causing it.
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Old 02-12-2007, 02:08 AM   #11 (permalink)
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SERVER SPLITS... YAY! So how would on cause a server split on purpose? One way to avoid them is to pause the game for a minute or so using triggers to give the triggers time to load and have a notification that says "Triggers are loading, please hold."
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Old 02-13-2007, 03:42 PM   #12 (permalink)
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well i set all the triggers to start after 10 seconds..
until then the only running trigger now tells the game to remove the user control and show a text.

thats all.

the split occurs as soon as the game starts. so its not a matter of time or triggers that start after a while.. same with the jass scripts.
i had to add jass scripts into the map loading..whatever..
dunno to be honest. the ones of you that use jass know that you have to add some text to the map name itself in the trigger editor.

but that shouldnt cause a problem since its just setting variables or so.
no jass scripts or triggers get initiated with the map initialization.

so what else can it be?

we also have trouble with a bug like tides of blood has. whenever we´ve played our map we have to restart wc3 - else there are purple boxes or we just get splitted from the game.

but since that happens with tides of blood too we think that its just a matter of variables and stuff that has to get unloaded when the map ends.

so any ideas guys? :-|
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