Dear Hive,
I made a map, which is really simple and nothing spectacular, since Iam a noob in triggering and I am trying to learn about it at the moment. Now when I wanted to test my map with real players they all (including me) start to desync rapidly as soon as the game went on for a few minutes. I thought I cleared all the leaks that occured and I also rechecked, but I just can't find the source(trigger) for my problems. So now I'd like to attach my whole map and maybe somone of you could help me find the source of the mass desyncs. It's a really simple/small map so I hope it's not to complicated to find my errors. (I also do not wish to get several hints and improvements on everything not regarding the desyncs, since I want to find out and fix as much as possible by myself. I also know that it's not set up that cleanly, you don't have to tell me xd). Anyways, hopefully someone can help me out!
My suspicion lays on the following triggers - especially the "loop array leak clear" in the end:
Thanks so much in advance.
Kind regards
Mechcash
I made a map, which is really simple and nothing spectacular, since Iam a noob in triggering and I am trying to learn about it at the moment. Now when I wanted to test my map with real players they all (including me) start to desync rapidly as soon as the game went on for a few minutes. I thought I cleared all the leaks that occured and I also rechecked, but I just can't find the source(trigger) for my problems. So now I'd like to attach my whole map and maybe somone of you could help me find the source of the mass desyncs. It's a really simple/small map so I hope it's not to complicated to find my errors. (I also do not wish to get several hints and improvements on everything not regarding the desyncs, since I want to find out and fix as much as possible by myself. I also know that it's not set up that cleanly, you don't have to tell me xd). Anyways, hopefully someone can help me out!
My suspicion lays on the following triggers - especially the "loop array leak clear" in the end:
-
Checkpoint Green
-
Events
- Unit - Beacon 0109 <gen> Dies
- Conditions
-
Actions
- Set VariableSet SpawningPool2_Green = (Units owned by Player 7 (Green) of type Spawning Pool 2)
- Set VariableSet CheckpointPoint_Green[1] = (Center of Region 010 <gen>)
- Set VariableSet CheckpointPoint_Green[2] = (Center of Region 016 <gen>)
- Set VariableSet CheckpointPoint_Green[3] = (Center of Region 017 <gen>)
- Set VariableSet CheckpointPoint_Green[4] = (Center of Region 018 <gen>)
- Set VariableSet CheckpointPoint_Green[5] = (Center of Region 019 <gen>)
- Unit - Kill Spawning Pool 0044 <gen>
- Unit - Kill Beastiary 0047 <gen>
- Unit - Kill Murloc Effigy 0256 <gen>
- Unit Group - Pick every unit in SpawningPool2_Green and do (Unit - Kill (Picked unit))
- Unit - Create 1 Spawning Pool 2 for Player 7 (Green) at CheckpointPoint_Green[1] facing 150.00 degrees
- Unit - Create 1 Potion Seller for Player 7 (Green) at CheckpointPoint_Green[2] facing Default building facing degrees
- Unit - Create 1 Murloc Effigy for Player 7 (Green) at CheckpointPoint_Green[3] facing 175.00 degrees
- Unit - Create 1 Spawning Pool for Player 7 (Green) at CheckpointPoint_Green[4] facing 130.00 degrees
- Unit - Create 1 Beastiary for Player 7 (Green) at CheckpointPoint_Green[5] facing 235.00 degrees
- Custom script: call DestroyGroup( udg_SpawningPool2_Green)
-
For each (Integer A) from 1 to 5, do (Actions)
-
Loop - Actions
- Custom script: call RemoveLocation(udg_CheckpointPoint_Green[GetForLoopIndexA()])
-
Loop - Actions
-
Events
Thanks so much in advance.
Kind regards
Mechcash