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[Trigger] I have a big problem!

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Heya first post here.

Ok so I have worked on my 1v1 map for 4 months, and it is pretty much testable already. The question, when I try it online the one who is not hosting always gets disconnected at 3-5 minutes in.

I have tried to fix all the posible triggers that could cause memory leaks, but to no avail.

I would like someone experienced to have a look at the code, must be something I am missing!

Thank you very much.
 

Deleted member 126647

D

Deleted member 126647

This goes in triggers, I'll move it for you.
 
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Heya first post here.

Ok so I have worked on my 1v1 map for 4 months, and it is pretty much testable already. The question, when I try it online the one who is not hosting always gets disconnected at 3-5 minutes in.

I have tried to fix all the posible triggers that could cause memory leaks, but to no avail.

I would like someone experienced to have a look at the code, must be something I am missing!

Thank you very much.

What the .. you sure u dont defeat the players accidently by putting some trigger over another trigger which eventualy without you know activates the trigger that they are defeated and then eh ... they leave? ..
 
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Test it with me or send the map (protected if u prefer) so I can check it.
I have accs on Azeroth and Northrend, let me know when we can "get together". Thanks a lot for volunteering, it´s been hard for me to find help.

What the .. you sure u dont defeat the players accidently by putting some trigger over another trigger which eventualy without you know activates the trigger that they are defeated and then eh ... they leave? ..
Hmmm...no. Serious I don´t think that is it.
 
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Ah, well there's your problem right there. Try and fix it, use search, we have plenty of posts on Hosting here, one of them is bound to help you out ;)
I will look into that, thanks.

What I meant is that it´s always the one NOT hosting that disconnects.
 

Dr Super Good

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Ok
You need to test it with other people to see if it continues.
If it still happens its bad triggering-
If you use GetLocalPlayer() to much or inproperly that can also cause it since that is well known to cause bad server splits if missused.
Also check if a camera pan is not used around that time since some of the camera actions GUI has cause server splits (like your describing) when they are used and this mostly conserns the player specific cammera actions since they use GetLocalPlayer().

Splits can also happen if too many actions and orders are issued in a too shorter time span so if you got any spawn systems or heavy triggers used at the times you mentioned try adding a wait actions inbetween them.

By the way the time varies it sounds like you use a wait action that is called near the start and when it finally fires it causes this split, so if you do, check its actions.

I hope this helps. . .
 
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Thanks a lot Dr Super Good, I´ll look into that.

I let 2 guys test it without me being there, and indeed the one not hosting disconnected after 3-5 minutes.
 
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The GetLocalPlayer() and camera pan thingies aren´t the problem I think.

Question1: after using unit groups, is it better/needed to clear the group of units before doing call Destroygroup(udg_Var)? What is the order to do it properly?

Question2: I have some units preplaced on the map, and I am always referencing them directly in triggers, such as "Unit- Move Ogre Commander 005 <> instanty to TempPoint". Does this create any problems?
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
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27,258
Question 1
You have to
set udg_Var = [Insert group setting function]
call [function that references that group]
call Destroygroup(udg_Var)
then reuse udg_Var for storing another group

Clearing the group should not be needed.

Question 2
No it should not.
The only problem is that if the units die it will reference null but I am sure that makes no difference.



There is an edit button you know. . .
 
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