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Disconnect in Garena

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Level 6
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Jul 2, 2013
Messages
153
OK so 6-7 ppl joined in my game that i hosted (RPG that I made) and when we started when some of us load others get disconnected. First three times everyone got dc except me and the guy who was bulgarian. Since I'm bulgarian playing in russian room, russians got high ping, bulgarians low ping. When russian hosted the map, us bulgarians got dc. It was exactly when I loaded my hero. And vice versa for russians. I think it's from garena? Anyone knows why this happens or had a similiar problem?
 
Level 20
Joined
Jul 14, 2011
Messages
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Garena wasnt hacked. I play in garena every day in Venezuela Rooms.

I suggest you post all your Map-Init realted triggers, you probably have a GetLocalPlayer() issue
 
Level 6
Joined
Jul 2, 2013
Messages
153
I've been playing in garena for this whole month, with russians, and this never happened before. Not even on the same map. We were today a bit more players than usual tho and all were loading characters. And when some loads it dcs someone else, or half the group etc.

I dont have much init triggers and map loads fast. I check all of my triggers and I don't see a problem.

trigger 1:
  • Votekick
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Dialog - Create a dialog button for Dialog labelled Yes
      • Set DialogButtons[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for Dialog labelled No
      • Set DialogButtons[2] = (Last created dialog Button)
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player Group - Add (Picked player) to NOtvotedplayers
Trigger 2:
  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Backpack_Hash = (Last created hashtable)
      • -------- ----------------------------------------------------------------- --------
      • -------- Adding backpack ability to units --------
      • -------- Instead of doing this, you can also add the ability "Open Backpack" to the Abilities - Normal field of any unit you wish to. --------
      • -------- ----------------------------------------------------------------- --------
Trigger 3 :
  • INIT Store Creeps
    • Events
      • Map initialization
      • Time - Elapsed game time is 2.00 seconds
    • Conditions
    • Actions
      • Set Loop = 0
      • Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
        • Loop - Actions
          • Set Creep_Type[Loop] = (Unit-type of (Picked unit))
          • Set Creep_Position[Loop] = (Position of (Picked unit))
          • Unit - Set the custom value of (Picked unit) to Loop
          • Set Loop = (Loop + 1)
Trigger 4:
  • SaveLoad Initialization All
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- List of Heroes --------
      • Set SaveLoad_Heroes[1] = Novice
      • Set SaveLoad_Heroes[2] = Defender
      • Set SaveLoad_Heroes[3] = Evocator
      • Set SaveLoad_Heroes[4] = Novice (Male)
      • Set SaveLoad_Heroes[5] = Mage
      • Set SaveLoad_Heroes[6] = Fighter
      • Set SaveLoad_Heroes[7] = Naga Lord
      • Set SaveLoad_Heroes[8] = Frost Lord
      • Set SaveLoad_Heroes[9] = Vampire Lord
      • Set SaveLoad_Heroes[10] = Acolyte
      • Set SaveLoad_Heroes[11] = Archer
      • Set SaveLoad_Heroes[12] = Acolyte
      • Set SaveLoad_Heroes[13] = Archer
      • Set SaveLoad_Heroes[14] = Vampire Lord
      • Set SaveLoad_Heroes[15] = Frost Lord
      • Set SaveLoad_Heroes[16] = Fighter
      • Set SaveLoad_Heroes[17] = Defender
      • Set SaveLoad_Heroes[18] = Naga Lord
      • Set SaveLoad_Heroes[19] = Evocator
      • Set SaveLoad_Heroes[20] = Fire Mage
      • Set SaveLoad_Heroes[21] = Sniper
      • Set SaveLoad_Heroes[22] = Frost Lord
      • Set SaveLoad_Heroes[23] = Defender
      • Set SaveLoad_Heroes[24] = Fighter
      • Set SaveLoad_Heroes[25] = Fire Mage
      • Set SaveLoad_Heroes[26] = Dracula
      • Set SaveLoad_Heroes[27] = Acolyte
      • Set SaveLoad_Heroes[28] = Evocator
      • Set SaveLoad_Heroes[29] = Naga Lord
      • Set SaveLoad_Heroes[30] = Troll Dark Caster
      • Set SaveLoad_Heroes[31] = Troll Dark Caster
      • Set SaveLoad_Heroes[32] = Troll Dark Caster X
      • -------- Number of Heroes --------
      • Set SaveLoad_Heroes_LastIndex = 32
      • -------- List of Items --------
      • Set SaveLoad_Items[1] = Novice Ring
      • Set SaveLoad_Items[2] = Novice claw
      • Set SaveLoad_Items[3] = Novice Shield
      • Set SaveLoad_Items[4] = Magic Key Chain
      • -------- Number of Items --------
      • Set SaveLoad_Items_LastIndex = 4
      • -------- List of Abilities --------
      • Set SaveLoad_Abilities[1] = Banish
      • Set SaveLoad_Abilities[2] = Flame Strike
      • Set SaveLoad_Abilities[3] = Phoenix
      • Set SaveLoad_Abilities[4] = Siphon Mana
      • -------- Number of Abilities --------
      • Set SaveLoad_Abilities_LastIndex = 4
      • -------- These three lines may be changed if needed --------
      • Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz
      • Set SaveLoad_CaseSensitive = True
      • Set SaveLoad_UsePlayername = True
      • -------- Required: false --------
      • Set SaveLoad_Initialized = False
      • -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
      • Set Code = AceHart
      • Set Save[1] = 0
      • Set SaveCount = 1
      • Set Validate = False
      • Set SaveLoad_Compress[1] = 0
      • Set SaveLoad_Uncompress[1] = 0
Last trigger with map init:
  • SaveLoad NoSinglePlayer
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Custom script: if bj_isSinglePlayer then
      • Trigger - Turn off SaveLoad Save All <gen>
      • Trigger - Turn off SaveLoad Load All <gen>
      • Wait 2.00 seconds
      • Custom script: endif
oh and this one:
  • Spells Var
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Set this variable to the base ability "Elune's Arrow" --------
      • Set EAAbility[0] = Elune's Arrow
      • -------- Set this variable to the ability "Elune's Arrow (Stun)" --------
      • Set EAAbility[1] = Elune's Arrow (Stun)
      • -------- Set this to the unit "Elune's Arrow Dummy". Copy and paste it into your map incase you don't have it --------
      • Set EADummyUnit = Elune's Arrow Dummy
      • -------- Daamge dealt. Arrays ( +x ) represent corresponding level values --------
      • Set EARealGlobal[((1 x 4) + 1)] = 90.00
      • Set EARealGlobal[((1 x 4) + 2)] = 180.00
      • Set EARealGlobal[((1 x 4) + 3)] = 270.00
      • Set EARealGlobal[((1 x 4) + 4)] = 360.00
      • -------- Distance travelled. Arrays ( +x ) represent corresponding level values --------
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Set EARealGlobal[((2 x 4) + (Integer A))] = 3000.00
      • -------- Speed of arrow (Distance/second). Arrays ( +x ) represent corresponding level values --------
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Set EARealGlobal[((3 x 4) + (Integer A))] = 700.00
      • -------- Set this to the unit "Caster Dummy". Copy and paste it into your map incase you don't have it --------
      • Set CasterDummy = Caster Dummy
      • -------- ----------------------------------------- --------
      • Hashtable - Create a hashtable
      • Set Hashtable = (Last created hashtable)
 
Level 6
Joined
Jul 2, 2013
Messages
153
Oh yea, might fix it later. But the bigger problem is the disconnect... Btw I've noticed that leaks don't cause lag if they are not a lot. True?

Update: Bug happens when there is vampire and archer in the game. MB some of their skills? If someone wanna connect to my pc with teamviewer to see the triggers that'd be great..

Update 2: IT was the multiboard triggers causing the bug. OMFG !!!!
 
Last edited:
Level 20
Joined
Jul 14, 2011
Messages
3,213
Leaks eventually add up. Must fix them, it's a good practice to have clean codes. You have a wait 2 seconds to endif something... Not really sure why. WAITS are not supposed to bse used on Map Init (never, actually).

Try changing all the "Map Init" events to "at 0.01 or 2, or 5 seconds of the game" or something like that. to check if the disconnect occurs.
 
Level 6
Joined
Jul 2, 2013
Messages
153
I fixed the bug already )) I said it's the multiboard triggers. Thanks tho
 
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