• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

[Trigger] Trigger causing Disconnections

Status
Not open for further replies.
Level 4
Joined
Dec 8, 2007
Messages
86
So, i tried to test my map with a friend of mine a couple of days ago and well, i've searched around and not found my answer, since i've not used any of the triggers commonly known as "disconneting" triggers, i'd like some help.

What can cause this?
I haven't used: (commonly that i know of)
Pan Camera;
Loops;
 
Gain a level, Command, Set spells, Random spell and All Spells triggers have player group leaks.
Sell Model trigger has location (position of..) leaks and unit group leaks.
Creep spawn has location leak.
Make vulnerable has location leak.

https://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/

Fix those and test whether disconnects continue or not.
 
Okey, i'm not sure if i did it correctly, but

  • Gain a Level
    • Events
      • Unit - A unit Gains a level
    • Conditions
    • Actions
      • Set PlayerGroup = (Player group((Owner of (Leveling Hero))))
      • Cinematic - Clear the screen of text messages for PlayerGroup
      • Game - Display to PlayerGroup the text: |cff087331You have ...
      • Custom script: call DestroyForce(udg_PlayerGroup)
      • Player - Add 200 to (Owner of (Leveling Hero)) Current gold
      • Player - Add 12 to (Owner of (Leveling Hero)) Current lumber
Should now be fixed?
 
Last edited:
I noticed that you said "Set Spells" Trigger had a player group leak, although...
I'm not using player groups in that trigger:

  • Set Spells
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Spells[1] = Mend Wounds
      • Set Spells[2] = Endurance Aura
      • Set Spells[3] = Evasion
      • Set Spells[4] = Bash
      • Set Spells[5] = Fire Heart
      • Set Spells[6] = Critical Strike
      • Set Spells[7] = Wind Walk
      • Set Spells[8] = Mirror Image
      • Set Spells[9] = Electrical Blast
      • Set Spells[10] = Battle Shout
      • Set Spells[11] = Frost Breath
      • Set Spells[12] = Avatar
      • Set Spells_Max = 12
 
I'd suggest replacing all "Wait x seconds" with "Wait x gametime seconds"
it will become more stable and triggers will work based on gametime instead of realtime even if the gamespeed is changed

you are using "Select unit for player" frequently
it uses GetLocalPlayer so it might cause desyncs

if that won't solve it do as maker said and check which trigger is or which triggers are causing it
 
Keep disabling triggers until it stops.

Somthing stupid like terrain defromations when in a game with mixed opperating systems (do not think everyone who plays the map in a game instance is using windows) can cause splits. Most known is the mac with window players split when terrain deformations occur but others exist like it.
 
Thing is, i'm testing the map with a friend of mine, both using same OS (windows 7 x64), so i can't really seem to understand what could cause this.


did you try the things maker and I mentioned?



didn't test it but I guess it might happen if someone got like 512 mb ram so he will run out of memory first and disc

Yes, i tried the things you and maker mentioned (i think i fixed most player group, unit group and location leaks etc and i've changed the wait for game-time wait)
 
Last edited:
Status
Not open for further replies.
Back
Top