Experiencing Server Splits

  • Thread starter Thread starter WithoutD
  • Start date Start date
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WithoutD

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I have been experiencing these splits and I dont know what trigger leak its from. I'm not really an "expert" at map making. So can anyone help me out, and check out my map and tell me what to fix to remove the server split? In my eyes, the triggers seem fine. Yet, these server splits are in EVERY game, usally in the begginging, the middle, or the end.

Please HELP!
 

Attachments

Can anyone please help me?!

I'm guess its this trigger:
Attack runner
Code:
    Events
        Unit - A unit enters Flag <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to |c000033ffCrazy Kodo
    Actions
        Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do (Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units of type Runner))))

Or

Code:
Attack
    Events
    Conditions
    Actions
        Player Group - Pick every player in (All enemies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do (Unit - Order AttackTarget to Attack-Move To (Position of (Random unit from Random))))

Varaible
Random: Unit Group
 
WithoutD said:
Attack runner
Code:
    Events
        Unit - A unit enters Flag <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to |c000033ffCrazy Kodo
    Actions
        Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do (Unit - Order (Picked unit) to Attack-Move To (Position of (Random unit from (Units of type Runner))))

Or

Code:
Attack
    Events
    Conditions
    Actions
        Player Group - Pick every player in (All enemies of Player 11 (Dark Green)) and do (Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do (Unit - Order AttackTarget to Attack-Move To (Position of (Random unit from Random))))
Yes both those triggers has leaks. Here is how to fix em:

Variables:
tmpPoint of type Point (location)

Attack runner
Code:
    Events
        Unit - A unit enters Flag <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to |c000033ffCrazy Kodo
    Actions
        Custom Script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do 
              actions -
              set tmpPoint = (Position of (Random unit from (Units of type Runner))
             (Unit - Order (Picked unit) to Attack-Move To tmpPoint)
             Custom Script: call RemoveLocation( udg_tmpPoint)

I stripped this down abit since I see no reson for the player group pick anywhere
Code:
Attack
    Events
    Conditions
    Actions
        Custom Script: set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do 
              actions -
              set tmpPoint = (Position of (Random unit from Random) 
              (Unit - Order AttackTarget to Attack-Move To tmpPoint)
              Custom Script: call RemoveLocation( udg_tmpPoint)

If you have more attacks to a point things in your map i suggest you change those in a equal way.
 
Code:
Attack
    Events
    Conditions
    Actions
        Custom script:   set bj_wantDestroyGroup = true
        Player Group - Pick every player in (All enemies of Player 11 (Dark Green)) and do (Actions)
            Loop - Actions
                Set tmpPoint = (Position of (Random unit from Random))
                Unit - Order AttackTarget to Attack-Move To tmpPoint
                Custom script:   call RemoveLocation( udg_tmpPoint)

Now they dont even attack any players...
 
i was getting server splits on the RTS maps blizzard makes...so i dont know necessarily if your map, but i would still clean up those leaks cause those might be contributing to it
 
Code:
Attack
    Events
    Conditions
    Actions
        Custom script:   set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do (Actions)
            Loop - Actions
                Set tmpPoint = (Position of (Random unit from Random))
                Unit - Order AttackTarget to Attack-Move To tmpPoint
                Custom script:   call RemoveLocation( udg_tmpPoint)

Like this? Or is it isnt suppost to loop actions and set to custom should be part of actions?
 
WithoutD said:
Yet, these server splits are in EVERY game, usally in the begginging, the middle, or the end.

:eek: I would have thought they were after the game :eek: or maybe in the lobby O_O
 
DDRtists said:
:eek: I would have thought they were after the game :eek: or maybe in the lobby O_O

Your not funny, in matter of fact, your just about as stupid as a rock. When I meant in every game, I simply meant every time my game is hosted, it gets a server split.
 
WithoutD said:
Your not funny, in matter of fact, your just about as stupid as a rock. When I meant in every game, I simply meant every time my game is hosted, it gets a server split.


Hmm if you look, what i quoted on is after you said that... :o i was just joking, no wonder you got yourself a bad rep already... :mad:
 
WithoutD: You got it right this time ^^, but i still think it should be (Picked Unit) isnteed of AttackTarget. But it is your trigger so whatever ^^

Hope this solves the server splits. It atleast solves some of the memory leaks, not saing that you map has many leaks but all GUI made maps has leaks.
 
OMG!!! IT WORKS NICELY!!! THANKS ALOT! Now all I gotta do is check if it makes anymore server splits.
 
When I created
Code:
Attack runner
    Events
        Unit - A unit enters Flag <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to |c000033ffCrazy Kodo
    Actions
        Custom script:   set bj_wantDestroyGroup = true
        Unit Group - Pick every unit in (Units of type |c000033ffCrazy Kodo) and do (Actions)
            Loop - Actions
                Set tmpPoint = (Position of (Random unit from (Units of type Runner)))
                Unit - Order (Picked unit) to Attack-Move To tmpPoint
                Custom script:   call RemoveLocation( udg_tmpPoint)

Now the kodos dont attack, also check out this, maybe this trigger has to do with something...

Code:
Remove kodo from jail
    Events
        Unit - A unit enters Jail <gen>
    Conditions
        (Unit-type of (Triggering unit)) Equal to |c000033ffCrazy Kodo
    Actions
        Trigger - Run Attack <gen> (ignoring conditions)

Also

Code:
Attack Reset
    Events
        Unit - A unit Dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Owner of (Triggering unit)) Equal to Player 1 (Red)
                (Owner of (Triggering unit)) Equal to Player 2 (Blue)
                (Owner of (Triggering unit)) Equal to Player 3 (Teal)
                (Owner of (Triggering unit)) Equal to Player 4 (Purple)
                (Owner of (Triggering unit)) Equal to Player 5 (Yellow)
                (Owner of (Triggering unit)) Equal to Player 6 (Orange)
                (Owner of (Triggering unit)) Equal to Player 7 (Green)
                (Owner of (Triggering unit)) Equal to Player 8 (Pink)
                (Owner of (Triggering unit)) Equal to Player 9 (Gray)
                (Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
    Actions
        Unit - Order (Killing unit) to Attack-Move To (Position of (Random unit from Random))

And

Code:
Attack Reboot
    Events
        Time - Every 30.00 seconds of game time
    Conditions
    Actions
        Trigger - Run Attack S <gen> (ignoring conditions)
        Trigger - Run Attack <gen> (ignoring conditions)
 
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