Disconnected... any idea why?

Some1Sneakin

New Member
Reaction score
5
hi ppl who reads this, :)

Ive made a new map, Vampirism Evil Lord!
ive made version 0.15 now but after ive made
ver 0.12 there were a strange thing happening...
It just said EVERYONE left except me at the same time, strange? huh?
So i re-hosted, and same thing happened after some time.
Then i realised, i were the one dissconnected not all others,
so first i through it was hosting porblems but im not sure.

So im still in the game but alone but actully im dissconnected?!?!
While all others is in the game too but in a copy of the game where i got dissconnected for? Is this something normal cause i just learned to host
2 days ago.
BUT once when it happened when i got dissconnected or whatever, another guy were still playing the same game as me! how could that happen then?


I want to know the reason for everything and how to solve this problem.
 

Exide

I am amazingly focused right now!
Reaction score
448
Could be caused by leaks, etc. -In other words: bad triggers.
You should make sure all your triggers are leak free, especially the periodic event-ones.
Do you disconnect at the SAME time in the game, everytime?
I.E when you cast a certain spell with a hero, or something similar.

-I'm pretty sure whatever it is that is causing the disconnection, it's in your triggers. If you think you've found the guilty one, you can post it here and show us.
 

Some1Sneakin

New Member
Reaction score
5
Im posting all my triggers so u can please check if you can find any leak:
Code:
Secret Teleport
    Events
        Unit - A unit enters Secret teleport <gen>
    Conditions
    Actions
        Unit - Move (Triggering unit) instantly to (Center of Secret Destination <gen>)
Code:
Feed
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Feed 
    Actions
        Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Matching unit)) Equal to Player 12 (Brown))) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
            Loop - Actions
                Hero - Add 2000 experience to (Picked unit), Show level-up graphics
                Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
        Player - Add 100 to Player 11 (Dark Green) Current gold
        Player - Add 100 to Player 12 (Brown) Current gold
        Player - Add 1 to (Owner of (Researching unit)) Current gold
Code:
Lumber
    Events
        Map initialization
    Conditions
    Actions
        Floating Text - Create floating text that reads Slayers level here. at (Center of Sign <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Enable permanence
        Player Group - Add Player 11 (Dark Green) to Evil_GRP
        Player Group - Add Player 12 (Brown) to Evil_GRP
        Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Lords View <gen>
        Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Lords View <gen>
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Set (Picked player) Current lumber to 50
                Player - Turn Gives bounty On for (Picked player)
        Player Group - Pick every player in Survivor_GRP and do (Actions)
            Loop - Actions
                Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Slayer level place <gen>
                Player - Turn Gives bounty On for (Picked player)
        Wait 20.00 seconds
        Player Group - Pick every player in Evil_GRP and do (Actions)
            Loop - Actions
                Player - Set (Picked player) Current gold to 50
        Player Group - Remove Player 11 (Dark Green) from Survivor_GRP
        Player Group - Remove Player 12 (Brown) from Survivor_GRP
Code:
Win
    Events
        Time - Every 8.00 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of living Evil Minion units owned by Player 1 (Red)) Equal to 0
                (Number of living Evil Minion units owned by Player 2 (Blue)) Equal to 0
                (Number of living Evil Minion units owned by Player 3 (Teal)) Equal to 0
                (Number of living Evil Minion units owned by Player 4 (Purple)) Equal to 0
                (Number of living Evil Minion units owned by Player 5 (Yellow)) Equal to 0
                (Number of living Evil Minion units owned by Player 6 (Orange)) Equal to 0
                (Number of living Evil Minion units owned by Player 7 (Green)) Equal to 0
                (Number of living Evil Minion units owned by Player 8 (Pink)) Equal to 0
                (Number of living Evil Minion units owned by Player 9 (Gray)) Equal to 0
                (Number of living Evil Minion units owned by Player 10 (Light Blue)) Equal to 0
                (Number of living Evil Lord units owned by Player 11 (Dark Green)) Equal to 0
                (Number of living Evil Lord units owned by Player 12 (Brown)) Equal to 0
                EndGame Equal to True
            Then - Actions
                Quest - Display to (All players) the Quest Completed message: All Evil are now sl...
                Wait 10.00 seconds
                Player Group - Pick every player in Survivor_GRP and do (Actions)
                    Loop - Actions
                        Game - Victory (Picked player) (Show dialogs, Show scores)
                Player Group - Pick every player in Evil_GRP and do (Actions)
                    Loop - Actions
                        Game - Defeat (Picked player) with the message: Defeat!
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in (Units of type Survivor)) Equal to 0
            Then - Actions
                Quest - Display to (All players) the Quest Failed message: All of the poor sur...
                Wait 10.00 seconds
                Game - Defeat Player 1 (Red) with the message: Defeat!
                Game - Defeat Player 2 (Blue) with the message: Defeat!
                Game - Defeat Player 3 (Teal) with the message: Defeat!
                Game - Defeat Player 4 (Purple) with the message: Defeat!
                Game - Defeat Player 5 (Yellow) with the message: Defeat!
                Game - Defeat Player 6 (Orange) with the message: Defeat!
                Game - Defeat Player 7 (Green) with the message: Defeat!
                Game - Defeat Player 8 (Pink) with the message: Defeat!
                Game - Defeat Player 9 (Gray) with the message: Defeat!
                Game - Defeat Player 10 (Light Blue) with the message: Defeat!
                Game - Victory Player 11 (Dark Green) (Show dialogs, Show scores)
                Game - Victory Player 12 (Brown) (Show dialogs, Show scores)
            Else - Actions
Code:
EndGame
    Events
        Unit - A unit Dies
    Conditions
        Evil Lord Equal to (Unit-type of (Dying unit))
    Actions
        Set EndGame = True
Code:
Slayer Level
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in Slayer level place <gen>) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Unit-type of (Picked unit)) Equal to Slayer
                    Then - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Hero level of (Picked unit)) Greater than or equal to 20
                            Then - Actions
                                Hero - Add 100 experience to (Picked unit), Show level-up graphics
                            Else - Actions
                                Hero - Add 25 experience to (Picked unit), Show level-up graphics
                    Else - Actions
Code:
Leaver 1
    Events
        Player - Player 1 (Red) leaves the game
    Conditions
    Actions
        Quest - Display to (All players) the Warning message: ((Name of (Triggering player)) +  has left the game!)
Code:
TK Punsih
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Triggering unit)) Equal to Survivor
    Actions
        Wait 5.00 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Owner of (Killing unit)) is in Survivor_GRP) Equal to True
            Then - Actions
                Unit Group - Pick every unit in (Units owned by (Owner of (Killing unit)) of type Survivor) and do (Unit - Move (Picked unit) instantly to (Random point in (Playable map area)), facing Default building facing degrees)
                Camera - Pan camera for (Owner of (Killing unit)) to (Position of (Random unit from (Units owned by (Owner of (Killing unit)) of type Survivor))) over 0.50 seconds
                Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( has team killed  + ((Name of (Owner of (Triggering unit))) + ! Well done, all your buildings and units (except worker) will be removed. And your Survivor will get teleported to a random place in the map.)))
                Unit Group - Pick every unit in (Units owned by (Owner of (Killing unit)) matching ((Unit-type of (Matching unit)) Not equal to Survivor)) and do (Actions)
                    Loop - Actions
                        Unit - Remove (Picked unit) from the game
            Else - Actions
                Quest - Display to (All players) the Quest Failed message: ((Name of (Owner of (Dying unit))) +  has been killed!)
Code:
Quest
    Events
        Map initialization
    Conditions
    Actions
        Quest - Create a Required quest titled Changes with the description Welcome, this map i..., using icon path ReplaceableTextures\CommandButtons\BTNSerpentWard.blp
        Quest - Create a Required quest titled Help with the description Survivor:    Being ..., using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
        Quest - Create a Required quest titled Thanks To with the description This is all people ..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Code:
Secret Return
    Events
        Unit - A unit enters Secret Return <gen>
    Conditions
    Actions
        Unit - Move (Triggering unit) instantly to (Center of Secret Return Destination <gen>)
Code:
Return
    Events
        Unit - A unit enters Return <gen>
    Conditions
    Actions
        Unit - Move (Triggering unit) instantly to (Center of Return Destination <gen>)
Code:
Evil Spawn
    Events
        Time - Spawn_Timer expires
    Conditions
    Actions
        Cinematic - Turn cinematic mode On for (All players)
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Camera - Pan camera for (Picked player) to (Center of Spawn <gen>) over 1.00 seconds
        Wait 2.00 seconds
        Special Effect - Create a special effect at (Center of Spawn <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
        Wait 0.40 seconds
        Special Effect - Create a special effect at (Center of Spawn <gen>) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
        Wait 0.60 seconds
        Unit - Cause Haunted Gold Mine 0025 <gen> to damage circular area after 0.00 seconds of radius 550.00 at (Center of Spawn <gen>), dealing 1000000000.00 damage of attack type Spells and damage type Normal
        Wait 0.10 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 12 (Brown) slot status) Equal to Is playing
            Then - Actions
                Unit - Create 1 Evil Lord for Player 12 (Brown) at (Center of Spawn <gen>) facing Default building facing degrees
            Else - Actions
        Wait 0.10 seconds
        Wait 0.10 seconds
        Wait 0.10 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player 11 (Dark Green) slot status) Equal to Is playing
            Then - Actions
                Unit - Create 1 Evil Lord for Player 11 (Dark Green) at (Center of Spawn <gen>) facing Default building facing degrees
            Else - Actions
        Countdown Timer - Destroy (Last created timer window)
        Wait 0.70 seconds
        Cinematic - Send transmission to (All players) from (Last created unit) named Evil Lord  : Play No sound and display Fools! You are all ....  Modify duration: Add 0.00 seconds and Wait
        Wait 0.80 seconds
        Sound - Play HeroDreadlordYesAttack3 <gen> at 100.00% volume, located at (Center of Spawn <gen>) with Z offset 0.00
        Wait 2.00 seconds
        Cinematic - Turn cinematic mode Off for (All players)
        Countdown Timer - Start Gold_Timer as a One-shot timer that will expire in 900.00 seconds
        Countdown Timer - Create a timer window for Gold_Timer with title Gold Reward
Code:
Survivor Dies
    Events
        Unit - A unit Dies
    Conditions
        ((Unit-type of (Triggering unit)) Equal to Survivor) or ((Unit-type of (Triggering unit)) Equal to Survivor)
    Actions
        Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit))) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Unit-type of (Picked unit)) Not equal to Survivor
                    Then - Actions
                        Unit - Remove (Picked unit) from the game
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Killing unit) Not equal to Haunted Gold Mine 0025 <gen>
            Then - Actions
                Unit - Create 1 Evil Minion for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
                Hero - Set (Last created unit) Hero-level to (Hero level of (Killing unit)), Hide level-up graphics
            Else - Actions
        Player Group - Remove (Owner of (Dying unit)) from Survivor_GRP
        Player Group - Add (Owner of (Triggering unit)) to Evil_GRP
        Player Group - Make Evil_GRP treat (Player group((Owner of (Dying unit)))) as an Ally with shared vision
        Player Group - Make Survivor_GRP treat (Player group((Owner of (Dying unit)))) as an Enemy
        Player Group - Make (Player group((Player((Player number of (Owner of (Dying unit))))))) treat Survivor_GRP as an Enemy
        Player Group - Make (Player group((Player((Player number of (Owner of (Dying unit))))))) treat Evil_GRP as an Ally with shared vision
        Player Group - Make Evil_GRP treat Evil_GRP as an Ally with shared vision
        Player Group - Make Survivor_GRP treat Survivor_GRP as an Ally with shared vision
Code:
Player Groups
    Events
        Map initialization
    Conditions
    Actions
        Player Group - Add Player 12 (Brown) to Evil_GRP
        For each (Integer A) from 1 to 11, do (Actions)
            Loop - Actions
                Player Group - Add (Player((Integer A))) to Survivor_GRP
Code:
Spawn Timer
    Events
        Time - Elapsed game time is 5.00 seconds
    Conditions
    Actions
        Quest - Display to (All players) the Warning message: Evil Lord spawns in...
        Wait 0.50 seconds
        Quest - Display to (All players) the Warning message: |c00ff0000WARNING: ...
        Wait 0.50 seconds
        Quest - Display to (All players) the Warning message: |c00ff0000WARNING: ...
        Wait 0.50 seconds
        Quest - Display to (All players) the Warning message: |c00ff0000WARNING: ...
        Countdown Timer - Start Spawn_Timer as a One-shot timer that will expire in 60.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Evil Spawn  
        Wait 2.00 seconds
        Quest - Display to (All players) the Hint message: Be sure to read Que...
Code:
Gold Reward
    Events
        Time - Gold_Timer expires
    Conditions
    Actions
        Player Group - Pick every player in Survivor_GRP and do (Actions)
            Loop - Actions
                Player - Add 1 to (Picked player) Current gold
        Quest - Display to Survivor_GRP the Hint message: You have recived 1 ...
        Quest - Display to Evil_GRP the Hint message: All Survivers have ...
        Countdown Timer - Destroy (Last created timer window)
        Countdown Timer - Start Gold_Timer as a One-shot timer that will expire in 900.00 seconds
        Countdown Timer - Create a timer window for Gold_Timer with title Gold Reward
 

Sooda

Diversity enchants
Reaction score
318
> It just disconnects

Isn' t very good problem description. When do you exactly will disconnect ? What you are doing when it happens or what trigger(s) is/ are running while it happens ? Any pre-placed units placed to deep/ shallow water ? Units with very huge attack dice combined with very fast attack speed ? Camera offset Z set to really high value ?
For better causes what could disconnect some or all players please use forum search. There are listed things what might cause them and how to find your faulty triggers.
Also GUI action 'pan camera for player if necessary' will cause it.
 

MoonSlinger

I Love using Cheap Tricks... only Results matters
Reaction score
74
I think you map need a major over-haul... or whatever its called.

What you experience is call Server-Split... or at least thats whats written here:
http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27242

And the reason, is due to memory leaks. To solve the problem, you only need to create temporary Points and Unit Groups, then use them to clean leaks with custom scripts. The above link will give you a start.
 

Some1Sneakin

New Member
Reaction score
5
ok its a server split i got.

and this might be the problem:
Code:
Feed
    Events
        Unit - A unit Finishes research
    Conditions
        (Researched tech-type) Equal to Feed 
    Actions
        Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Matching unit)) Equal to Player 12 (Brown))) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
            Loop - Actions
                Hero - Add 2000 experience to (Picked unit), Show level-up graphics
                Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
                [B]Wait 3.00 seconds
                Special Effect - Destroy (Last created special effect)[/B]
        Player - Add 100 to Player 11 (Dark Green) Current gold
        Player - Add 100 to Player 12 (Brown) Current gold
        Player - Add 1 to (Owner of (Researching unit)) Current gold

i added the

Wait 3.00 seconds
Special Effect - Destroy (Last created special effect)


and hope it may solve some problems

but i think its this trigger cause:

i get dissconnected (server split) after 5-10 min, amd ppl usualy do that research in 5-10 min.

im trying to host now and see
 

Exide

I am amazingly focused right now!
Reaction score
448
I didn't read through all your triggers, but most of them contained one or more leak. Mainly point and group leaks.

No need to have a 3 second wait. Usually people will say there's no need for waits at all, but sometimes the special effect doesn't show without waits. I suggest a 0.10 second wait, before destroying the effect.

And as Moonslinger said, you need to fix your triggers and remove all the leaks.
 

NapaHero

Back from the dead...
Reaction score
43
Actually, for that Special Effect you don't need the wait. Leaks that I found (If I missed some, please tell me): Position of... leaks, Unit Group leaks and Player Group leaks. Use variables to set them and remove them at the end of the trigger (or before it ends):

Custom script: call RemoveLocation (udg_<VariableNameOfPositionOf...>)

Custom script: call DestroyGroup (udg_<VariableNameOfUnitGroup...>)

Custom script: call DestroyForce (udg_<VariableNameOfPlayerGroup...>)
 
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