I've been having this problem for a while now where randomly half the server leaves. I keep think i have fixed the problem and then when i test it, i desync and half the people get dced. The map is my take on kodo tag i made a few years back and now i want to update it but it keeps splitting. anyways, i think i have narrowed it down the triggers to these few
and the rescue trigger
then if its not those there is a reoccurring trigger that happens 3 times but different unit types so ill link just one of them
if anyone can just take a look at those 3 triggers and point out what can possibly cause server desyncs i would really appreciate it
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Flag
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Events
- Unit - A unit Dies
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Conditions
- (Owner of (Triggering unit)) Not equal to Player 11 (Dark Green)
- (Owner of (Triggering unit)) Not equal to Player 12 (Brown)
- (Unit-type of (Triggering unit)) Equal to Runner
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Actions
- Set deathgroup = (Units owned by (Owner of (Triggering unit)))
- Unit Group - Pick every unit in deathgroup and do (Unit - Kill (Picked unit))
- Custom script: call DestroyGroup (udg_deathgroup)
- Unit - Create 1 Flag for (Owner of (Triggering unit)) at (Random point in Flag <gen>) facing Default building facing degrees
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: |c00cc3399You died!
- Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Jail <gen>) over 0.00 seconds
- Game - Display to (All allies of (Player((Player number of (Triggering player))))) the text: (((Name of (Player((Player number of (Triggering player))))) + has been captured. ) + (Jail bonus at + ((String(((Number of units in (Units of type Flag)) x 50))) + gold!)))
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Events
and the rescue trigger
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Rescue
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Events
- Unit - A unit enters Jail <gen>
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Conditions
- (Unit-type of (Triggering unit)) Equal to Runner
- (Number of units in (Units of type Flag)) Not equal to 0
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Actions
- Trigger - Turn off (This trigger)
- Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) + (50 x (Number of units in (Units of type Flag))))
- Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + ((( received + ((String(((Number of units in (Units of type Flag)) x 50))) + gold for rescuing )) + (String((Number of units in (Units of type Flag))))) + player(s) from jail!!!))
- Special Effect - Create a special effect at (Center of Runners Start <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
- Set playercreate = (All players matching ((Number of units in (Units owned by (Matching player) of type Flag)) Equal to 1))
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Player Group - Pick every player in playercreate and do (Actions)
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Loop - Actions
- Unit - Create 1 Runner for (Picked player) at (Center of Runners Start <gen>) facing Default building facing degrees
- Camera - Pan camera for (Picked player) to (Center of Runners Start <gen>) over 0.00 seconds
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Loop - Actions
- Custom script: call DestroyForce (udg_playercreate)
- Set flaggroup = (Units of type Flag)
- Unit Group - Pick every unit in flaggroup and do (Unit - Remove (Picked unit) from the game)
- Custom script: call DestroyGroup (udg_flaggroup)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- lastperson Equal to True
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Then - Actions
- Trigger - Turn off last one left <gen>
- Sound - Stop Doom <gen> After fading
- Sound - Play music <gen>
- Set lastperson = False
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Else - Actions
- Do nothing
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If - Conditions
- Sound - Play escape <gen>
- Trigger - Turn on (This trigger)
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Events
then if its not those there is a reoccurring trigger that happens 3 times but different unit types so ill link just one of them
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Orders
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Events
- Time - Every 21.00 seconds of game time
- Conditions
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Actions
- Set tempgroup = (Units of type |c000033ffCrazy Kodo)
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Unit Group - Pick every unit in tempgroup and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units owned by (Random player from (All allies of Player 1 (Red))) matching ((Unit-type of (Matching unit)) Not equal to Flag))))
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Loop - Actions
- Custom script: call DestroyGroup (udg_tempgroup)
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Events
if anyone can just take a look at those 3 triggers and point out what can possibly cause server desyncs i would really appreciate it
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