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Players Disconnecting after map loads.

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Level 3
Joined
Jul 21, 2007
Messages
35
What causes this? Im making a map and it suddenly happens, some of the players almost alwys drop after the map loads. But it only happens to certain people, any way to fix?
 
Level 3
Joined
Jul 21, 2007
Messages
35
  • function Trig_Map_Initialization_Copy_Actions takes nothing returns nothing
    • set udg_Combine_Charged_Items = true
    • set udg_Combine_Charges_Max = 15
    • set udg_End_Game_If_All_Gone = false
    • set udg_Hero_Revive_Time_Factor = 3.00
    • set udg_Hostile_Revive_Time = 120.00
    • set udg_Player_Starting_Gold = 1000
    • set udg_Repick_Cost_Ammount = -150
    • set udg_Sort_Board_By_Kills = true
    • // -
    • // Order is important. Leave as is.
    • // -
    • call InitAdvancedTriggers( )
    • call SetTimeOfDay( 8.00 )
    • call TriggerExecute( gg_trg_Setup_Players )
    • call TriggerExecute( gg_trg_Player_Colors )
    • call TriggerExecute( gg_trg_Store_Creeps )
    • // -
    • call CameraSetSmoothingFactorBJ( 4.00 )
    • call InitGameCacheBJ( "Abyss" )
    • set udg_Game_Cache = GetLastCreatedGameCacheBJ()
    • call CinematicFadeBJ( bj_CINEFADETYPE_FADEOUT, 0.00, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0.00 )
    • call CreateQuestBJ( bj_QUESTTYPE_REQ_DISCOVERED, "TRIGSTR_2742", "TRIGSTR_2743", "ReplaceableTextures\\CommandButtons\\BTNScrollOfTownPortal.blp" )
    • call CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, "TRIGSTR_2744", "TRIGSTR_2745", "ReplaceableTextures\\CommandButtons\\BTNShamanMaster.blp" )
    • call CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, "TRIGSTR_2746", "TRIGSTR_2747", "ReplaceableTextures\\CommandButtons\\BTNBansheeMaster.blp" )
    • call CreateQuestBJ( bj_QUESTTYPE_REQ_DISCOVERED, "TRIGSTR_2748", "TRIGSTR_2749", "ReplaceableTextures\\CommandButtons\\BTNSnazzyScroll.blp" )
    • call FlashQuestDialogButton( )
    • // Order is important. Leave as is.
    • call DisplayTextToForce( GetPlayersAll(), "TRIGSTR_2750" )
    • set udg_Temp_Point = GetRectCenter(GetPlayableMapRect())
    • // Order is important. Leave as is.
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Undead\\AnimateDead\\AnimateDeadTarget.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Undead\\DeathCoil\\DeathCoilSpecialArt.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Undead\\DeathandDecay\\DeathandDecayTarget.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Orc\\LiquidFire\\Liquidfire.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Undead\\CarrionSwarm\\CarrionSwarmDamage.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Other\\Silence\\SilenceAreaBirth.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl", 1.00 )
    • call AddSpecialEffectLocWithTimer( udg_Temp_Point, "Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdl", 1.00 )
    • call Preload( "Abilities\\Weapons\\GlaiveMissile\\GlaiveMissileTarget.mdl" )
    • call CreateNUnitsAtLoc( 1, 'h009', Player(5), udg_Temp_Point, bj_UNIT_FACING )
    • call UnitApplyTimedLifeBJ( 0.50, 'BTLF', GetLastCreatedUnit() )
    • call CreateNUnitsAtLoc( 1, 'o00B', Player(5), udg_Temp_Point, bj_UNIT_FACING )
    • call UnitApplyTimedLifeBJ( 0.50, 'BTLF', GetLastCreatedUnit() )
    • call CreateNUnitsAtLoc( 1, 'h005', Player(5), udg_Temp_Point, bj_UNIT_FACING )
    • call UnitAddAbilityBJ( 'A00O', GetLastCreatedUnit() )
    • call UnitAddAbilityBJ( 'A049', GetLastCreatedUnit() )
    • call UnitAddAbilityBJ( 'A03T', GetLastCreatedUnit() )
    • call UnitAddAbilityBJ( 'S001', GetLastCreatedUnit() )
    • call UnitAddAbilityBJ( 'A02T', GetLastCreatedUnit() )
    • call UnitAddAbilityBJ( 'A00A', GetLastCreatedUnit() )
    • call UnitApplyTimedLifeBJ( 0.50, 'BTLF', GetLastCreatedUnit() )
  • endfunction
  • //===========================================================================
  • function InitTrig_Map_Initialization_Copy takes nothing returns nothing
    • set gg_trg_Map_Initialization_Copy = CreateTrigger( )
    • call TriggerAddAction( gg_trg_Map_Initialization_Copy, function Trig_Map_Initialization_Copy_Actions )
  • endfunction
are you sure its like this? Lol...
 
Level 3
Joined
Jul 21, 2007
Messages
35
Lag its not the problem, its players disconnecting really quickly after the map loads. I mean, some of them just drop. There are players that never suffer from this, but other players just do.
 
Level 7
Joined
Jul 20, 2008
Messages
377
Advanced triggers are basically just triggers that WEU translates into a bunch of long JASS functions, like one advanced trigger might consist of 3 or so functions. It's like creating one trigger for a "knockback" system. Unfortunately, they're woefully inefficient.
 
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