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Can "stop music after fading" cause desyncs?

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Level 8
Joined
Jul 25, 2009
Messages
194
Can "stop music after fading" cause desyncs?

Sometimes my map desyncs/crashes whenever this trigger is run which contains "stop music after fading". It could be something else cause theres other actions in the trigger but I cant test it because the desyncs dont happen very often.
 
Level 8
Joined
Jul 25, 2009
Messages
194
can anything here cause desyncs?

  • Actions
    • Set Duel_Boolean = False
    • Sound - Stop music After fading
    • Sound - Stop the currently playing music theme
    • Unit - Unpause all units
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Neutral_Alliance_Chance Equal to 1
      • Then - Actions
        • Player Group - Pick every player in Evil and do (Actions)
          • Loop - Actions
            • Player - Make (Picked player) treat Neutral Hostile as an Ally
            • Player - Make Neutral Hostile treat (Picked player) as an Ally
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • Neutral_Alliance_Chance Equal to 2
      • Then - Actions
        • Player Group - Pick every player in Humans and do (Actions)
          • Loop - Actions
            • Player - Make (Picked player) treat Neutral Hostile as an Ally
            • Player - Make Neutral Hostile treat (Picked player) as an Ally
      • Else - Actions
    • Custom script: set bj_wantDestroyGroup = true
    • Unit Group - Pick every unit in (Units in Duel area <gen>) and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Owner of (Picked unit)) Not equal to Neutral Passive
          • Then - Actions
            • Unit - Remove (Picked unit) from the game
          • Else - Actions
    • Custom script: set bj_wantDestroyGroup = true
    • Unit Group - Pick every unit in (Units in Top right forest minigame <gen>) and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Owner of (Picked unit)) Not equal to Neutral Passive
          • Then - Actions
            • Unit - Remove (Picked unit) from the game
          • Else - Actions
    • Game - Display to (All players) for 30.00 seconds the text: Game resumed!
    • Sound - Play Music
    • Sound - Play Human 1
    • Custom script: set bj_wantDestroyGroup = true
    • Unit Group - Pick every unit in (Units in WHOLE MAP NOT DUEL <gen>) and do (Actions)
      • Loop - Actions
        • Unit - Make (Picked unit) Vulnerable
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • EM_MODE Equal to False
      • Then - Actions
        • Multiboard - Destroy (Last created multiboard)
      • Else - Actions
    • Custom script: call RemoveLocation(udg_Point1)
    • Custom script: call RemoveLocation(udg_Point2)
    • Custom script: call RemoveRect(udg_Region1)
    • Custom script: call RemoveRect(udg_Region2)
    • Trigger - Turn off Duel <gen>
    • Trigger - Turn on Skele Spell <gen>
    • Trigger - Turn on Skele Spell Wraith <gen>
    • Trigger - Turn on Human Dies <gen>
    • Trigger - Turn on Dead area bot left <gen>
    • Trigger - Turn on Dead area bot right <gen>
    • Trigger - Turn on Dead area top left <gen>
    • Trigger - Turn on Dead area top right Copy <gen>
    • Trigger - Turn off (This trigger)
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
try butting a wait between each stage and a game message so ingame u can see each stage as it passes. Then you will be able to find the fault at the stage it crashes at. Most liekly i think it is something to do with the custom script.

Also change that "Multiboard destroy last created multiboard" into a "Multiboard destroy (MultiboardVar)
Use a variable for ur multiboard its easier.
 
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