[Crash] Map Desyncs randomly

Level 6
Joined
Mar 27, 2019
Messages
56
Hi there,

currently trying to get my map to work, but somehow the map desyncs for some players at around the 1 minute mark, or sometimes even at the 37 seconds mark.


every trigger has a debug display, as soon as they get called they call out their trigger name.

what is the problem here? has someone a clue what the cause could be?
 
Level 6
Joined
Mar 27, 2019
Messages
56
As long as we don't have the map or the triggers under hand, we cannot help you further.
But I bet you're using some nasty local player or awful reforged models (yep, they can desync).
Insufficient information even with the video working in non-firefox browsers.

This is a test map, if you run 2 clients and just start the game without doing anything, player 2 will disconnect after 1 minute or so

I identified a Trigger that could cause the desync but I dont know why it should desync

  • Game l Tutorial
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • -------- - --------
      • -------- DEBUG --------
      • Set VariableSet Temp_String = (Name of the current trigger)
      • Trigger - Run Game l Debug <gen> (ignoring conditions)
      • -------- DEBUG --------
      • -------- - --------
      • Trigger - Turn on Unit l End Boss <gen>
      • -------- - --------
      • Cinematic - Clear the screen of text messages for (All players).
      • Game - Display to (All players) for 13.32 seconds the text: |cffff9619» This i...
      • Game - Display to (All players) for 13.32 seconds the text:
      • Sound - Play gg_snd_Hint
      • Wait 3.33 seconds
      • Cinematic - Clear the screen of text messages for (All players).
      • Game - Display to (All players) for 9.99 seconds the text: |cffff9619» This i...
      • Game - Display to (All players) for 9.99 seconds the text:
      • Sound - Play gg_snd_Hint
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Temp_Check[(Integer A)] Equal to Wahr
            • Then - Actions
              • Set VariableSet Temp_Point = (Position of Player_Barrack[(Integer A)])
              • Camera - Pan camera for (Player((Integer A))) to Temp_Point over 1.00 seconds
              • Selection - Select Player_Barrack[(Integer A)] for (Player((Integer A)))
              • Custom script: RemoveLocation(udg_Temp_Point)
            • Else - Actions
      • Wait 1.00 seconds
      • Wait 2.33 seconds
      • Cinematic - Clear the screen of text messages for (All players).
      • Game - Display to (All players) for 6.66 seconds the text: |cffff9619» This i...
      • Game - Display to (All players) for 6.66 seconds the text:
      • Sound - Play gg_snd_Hint
      • Wait 3.33 seconds
      • Leaderboard - Change the title of Game_Leaderboard to (Income in + (String(Game_Count)))
      • Countdown Timer - Start Game_Timer as a Repeating timer that will expire in 1.00 seconds

  • Game l Global Income
    • Events
      • Time - Game_Timer expires
    • Conditions
    • Actions
      • -------- - --------
      • -------- DEBUG --------
      • Set VariableSet Temp_String = (Name of the current trigger)
      • Trigger - Run Game l Debug <gen> (ignoring conditions)
      • -------- DEBUG --------
      • -------- - --------
      • Set VariableSet Game_Count = (Game_Count - 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Game_Count Equal to 8
        • Then - Actions
          • Trigger - Run Aura l Level Auto <gen> (ignoring conditions)
          • For each (Integer A) from 1 to 12, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Send_Toggle[(Integer A)] Equal to Wahr
                  • Send_Amount[(Integer A)] Greater than 0
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Send_Amount[(Integer A)] Greater than 5
                    • Then - Actions
                      • For each (Integer B) from 1 to 5, do (Actions)
                        • Loop - Actions
                          • Unit - Order Player_Barrack[(Integer A)] to train/upgrade to a Send_Type[(Integer A)]
                      • Unit - Order Player_Barrack[(Integer A)] to train/upgrade to a Send_Type[(Integer A)]
                    • Else - Actions
                      • For each (Integer B) from 1 to Send_Amount[(Integer A)], do (Actions)
                        • Loop - Actions
                          • Unit - Order Player_Barrack[(Integer A)] to train/upgrade to a Send_Type[(Integer A)]
                • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Game_Count Less than or equal to 0
        • Then - Actions
          • Sound - Play gg_snd_IncomeGold
          • For each (Integer A) from 1 to 12, do (Actions)
            • Loop - Actions
              • Player - Add Player_Income[(Integer A)] to (Player((Integer A))).Current gold
              • Player - Add (Player_Income[(Integer A)] / 10) to (Player((Integer A))).Current lumber
          • Set VariableSet Game_Count = Game_Income_Display
          • Trigger - Run Game l Boss Replacement <gen> (ignoring conditions)
        • Else - Actions
      • Leaderboard - Change the title of Game_Leaderboard to (Income in + (String(Game_Count)))

  • Aura l Level Auto
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Group_Aura and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Point-value of (Picked unit)) Greater than or equal to 9
            • Then - Actions
              • Unit Group - Remove (Picked unit) from Group_Aura.
            • Else - Actions
              • Set VariableSet Temp_Integer = (Load 0 of (Key (Picked unit).) from Game_Hashtable.)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Game_Aura[Temp_Integer] for (Picked unit)) Greater than 0
                  • (Point-value of (Picked unit)) Less than (Load (5 + Temp_Integer) of (Key (Owner of (Picked unit)).) from Game_Hashtable.)
                • Then - Actions
                  • Unit - Order (Picked unit) to train/upgrade to a Game_Aura_Type[(((Temp_Integer - 1) x 9) + ((Point-value of (Picked unit)) + 1))]
                • Else - Actions

  • Game l Boss Replacement
    • Events
    • Conditions
    • Actions
      • -------- - --------
      • -------- DEBUG --------
      • Set VariableSet Temp_String = (Name of the current trigger)
      • Trigger - Run Game l Debug <gen> (ignoring conditions)
      • -------- DEBUG --------
      • -------- - --------
      • Set VariableSet Temp_Integer = (Load 0 of 0 from Game_Hashtable.)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Temp_Integer Less than or equal to 0
        • Then - Actions
          • Neutral Building - Remove |cffFFFFDELevel 1 Boss (Dummy) from all marketplaces
          • Neutral Building - Remove |cffFFFFDELevel 1 Boss from all marketplaces
          • For each (Integer A) from 1 to 12, do (Actions)
            • Loop - Actions
              • Player - Make |cffFFFFDELevel 1 Boss Available for training/construction by (Player((Integer A)))
        • Else - Actions
          • Hashtable - Save ((Load 0 of 0 from Game_Hashtable.) - 1) as 0 of 0 in Game_Hashtable.
 

Attachments

  • Stronghold Test Map.w3m
    154.7 KB · Views: 5
Top