Game Disconnects People

foodflare

You can change this now in User CP.
Reaction score
32
THere is something really weird about the map. :eek: Because whenever you get in game after the host selects something via dialog all other players are disconnected. My triggers are all jumbled up but i can attempt to show u.


Code:
Turning on triggers
    Events
        Dialog - A dialog button is clicked for Race_Selection1[1]
        Dialog - A dialog button is clicked for Race_Selection1[2]
        Dialog - A dialog button is clicked for Race_Selection1[3]
        Dialog - A dialog button is clicked for Race_Selection1[4]
        Dialog - A dialog button is clicked for Race_Selection1[5]
        Dialog - A dialog button is clicked for Race_Selection1[6]
        Dialog - A dialog button is clicked for Race_Selection1[7]
        Dialog - A dialog button is clicked for Race_Selection1[8]
        Dialog - A dialog button is clicked for Race_Selection1[9]
        Dialog - A dialog button is clicked for Race_Selection1[10]
        Dialog - A dialog button is clicked for Race_Selection1[11]
        Dialog - A dialog button is clicked for Race_Selection2[1]
        Dialog - A dialog button is clicked for Race_Selection2[2]
        Dialog - A dialog button is clicked for Race_Selection2[3]
        Dialog - A dialog button is clicked for Race_Selection2[4]
        Dialog - A dialog button is clicked for Race_Selection2[5]
        Dialog - A dialog button is clicked for Race_Selection2[6]
        Dialog - A dialog button is clicked for Race_Selection2[7]
        Dialog - A dialog button is clicked for Race_Selection2[8]
        Dialog - A dialog button is clicked for Race_Selection2[9]
        Dialog - A dialog button is clicked for Race_Selection2[10]
        Dialog - A dialog button is clicked for Race_Selection2[11]
        Dialog - A dialog button is clicked for Race_Selection3[1]
        Dialog - A dialog button is clicked for Race_Selection3[2]
        Dialog - A dialog button is clicked for Race_Selection3[3]
        Dialog - A dialog button is clicked for Race_Selection3[4]
        Dialog - A dialog button is clicked for Race_Selection3[5]
        Dialog - A dialog button is clicked for Race_Selection3[6]
        Dialog - A dialog button is clicked for Race_Selection3[7]
        Dialog - A dialog button is clicked for Race_Selection3[8]
        Dialog - A dialog button is clicked for Race_Selection3[9]
        Dialog - A dialog button is clicked for Race_Selection3[10]
        Dialog - A dialog button is clicked for Race_Selection3[11]
    Conditions
    Actions
        For each (Integer A) from 1 to 11, do (Actions)
            Loop - Actions
                Set TempCreationPoints[(Integer A)] = (Random point in (Playable map area))
                Player Group - Pick every player in (All players) and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked player) is an enemy of (Player((Integer A)))) Equal to True
                                (All units of (Units owned by (Picked player)) are in (Region centered at TempCreationPoints[(Integer A)] with size (3500.00, 3500.00))) Equal to True
                            Then - Actions
                                Set TempCreationPoints[(Integer A)] = (Random point in (Playable map area))
                            Else - Actions
        Player Group - Remove all players from Unallied
        Trigger - Turn on Allying <gen>
        Trigger - Turn on UnAllying <gen>
        Trigger - Turn on Checking if allied <gen>
        Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                    Then - Actions
                        Player - Set name of (Picked player) to (Name of (Picked player))
                        Player Group - Add (Picked player) to Unallied
                    Else - Actions
        Multiboard - Maximize AllyStatus
        Trigger - Turn off (This trigger)

Code:
Checking if allied
    Events
        Time - Every 0.70 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in Allied and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                    Then - Actions
                        Multiboard - Set the text for AllyStatus item in column 2, row ((Player number of (Picked player)) + 1) to (Name of (Picked player))
                    Else - Actions
        Player Group - Pick every player in Unallied and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                    Then - Actions
                        Multiboard - Set the text for AllyStatus item in column 1, row ((Player number of (Picked player)) + 1) to (Name of (Picked player))
                    Else - Actions
        Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                        Or - Any (Conditions) are true
                            Conditions
                                ((Picked player) is an ally of Player 1 (Red)) Equal to True
                                ((Picked player) is an ally of Player 2 (Blue)) Equal to True
                                ((Picked player) is an ally of Player 3 (Teal)) Equal to True
                                ((Picked player) is an ally of Player 4 (Purple)) Equal to True
                                ((Picked player) is an ally of Player 5 (Yellow)) Equal to True
                                ((Picked player) is an ally of Player 6 (Orange)) Equal to True
                                ((Picked player) is an ally of Player 7 (Green)) Equal to True
                                ((Picked player) is an ally of Player 8 (Pink)) Equal to True
                                ((Picked player) is an ally of Player 9 (Gray)) Equal to True
                                ((Picked player) is an ally of Player 10 (Light Blue)) Equal to True
                                ((Picked player) is an ally of Player 11 (Dark Green)) Equal to True
                    Then - Actions
                        Player Group - Remove (Picked player) from Unallied
                        Player Group - Add (Picked player) to Allied
                    Else - Actions
                        Player Group - Remove (Picked player) from Allied
                        Player Group - Add (Picked player) to Unallied

Code:
MultiBoard
    Events
        Dialog - A dialog button is clicked for Race_Selection1[1]
        Dialog - A dialog button is clicked for Race_Selection1[2]
        Dialog - A dialog button is clicked for Race_Selection1[3]
        Dialog - A dialog button is clicked for Race_Selection1[4]
        Dialog - A dialog button is clicked for Race_Selection1[5]
        Dialog - A dialog button is clicked for Race_Selection1[6]
        Dialog - A dialog button is clicked for Race_Selection1[7]
        Dialog - A dialog button is clicked for Race_Selection1[8]
        Dialog - A dialog button is clicked for Race_Selection1[9]
        Dialog - A dialog button is clicked for Race_Selection1[10]
        Dialog - A dialog button is clicked for Race_Selection1[11]
        Dialog - A dialog button is clicked for Race_Selection2[1]
        Dialog - A dialog button is clicked for Race_Selection2[2]
        Dialog - A dialog button is clicked for Race_Selection2[3]
        Dialog - A dialog button is clicked for Race_Selection2[4]
        Dialog - A dialog button is clicked for Race_Selection2[5]
        Dialog - A dialog button is clicked for Race_Selection2[6]
        Dialog - A dialog button is clicked for Race_Selection2[7]
        Dialog - A dialog button is clicked for Race_Selection2[8]
        Dialog - A dialog button is clicked for Race_Selection2[9]
        Dialog - A dialog button is clicked for Race_Selection2[10]
        Dialog - A dialog button is clicked for Race_Selection2[11]
        Dialog - A dialog button is clicked for Race_Selection3[1]
        Dialog - A dialog button is clicked for Race_Selection3[2]
        Dialog - A dialog button is clicked for Race_Selection3[3]
        Dialog - A dialog button is clicked for Race_Selection3[4]
        Dialog - A dialog button is clicked for Race_Selection3[5]
        Dialog - A dialog button is clicked for Race_Selection3[6]
        Dialog - A dialog button is clicked for Race_Selection3[7]
        Dialog - A dialog button is clicked for Race_Selection3[8]
        Dialog - A dialog button is clicked for Race_Selection3[9]
        Dialog - A dialog button is clicked for Race_Selection3[10]
        Dialog - A dialog button is clicked for Race_Selection3[11]
    Conditions
    Actions
        Multiboard - Create a multiboard with 2 columns and (1 + (Number of players in (All players controlled by a User player))) rows, titled Ally Status:
        Set AllyStatus = (Last created multiboard)
        Multiboard - Clear AllyStatus
        Multiboard - Hide AllyStatus
        Wait 2.00 seconds
        Multiboard - Show AllyStatus
        Player Group - Pick every player in haschosen and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                    Then - Actions
                        Multiboard - Show AllyStatus
                        Multiboard - Change the title of AllyStatus to Ally Status:
                        Multiboard - Set the text for AllyStatus item in column 1, row 1 to Unallied:
                        Multiboard - Set the text for AllyStatus item in column 2, row 1 to Allied:
                        Multiboard - Set the color for AllyStatus item in column 1, row 1 to (0.00%, 100.00%, 0.00%) with 0.00% transparency
                        Multiboard - Set the width for AllyStatus item in column 1, row 1 to 20.00% of the total screen width
                        Multiboard - Set the width for AllyStatus item in column 2, row 1 to 20.00% of the total screen width
                        Multiboard - Set the display style for AllyStatus item in column 2, row (1 + (Player number of (Picked player))) to Show text and Hide icons
                        Multiboard - Set the display style for AllyStatus item in column 1, row (1 + (Player number of (Picked player))) to Show text and Hide icons
                        Multiboard - Set the width for AllyStatus item in column 1, row (1 + (Player number of (Picked player))) to 8.00% of the total screen width
                        Multiboard - Set the width for AllyStatus item in column 2, row (1 + (Player number of (Picked player))) to 8.00% of the total screen width
                    Else - Actions
        Trigger - Turn off (This trigger)

Code:
Allying
    Events
        Player - Player 1 (Red) types a chat message containing -ally  as A substring
        Player - Player 2 (Blue) types a chat message containing -ally  as A substring
        Player - Player 3 (Teal) types a chat message containing -ally  as A substring
        Player - Player 4 (Purple) types a chat message containing -ally  as A substring
        Player - Player 5 (Yellow) types a chat message containing -ally  as A substring
        Player - Player 6 (Orange) types a chat message containing -ally  as A substring
        Player - Player 7 (Green) types a chat message containing -ally  as A substring
        Player - Player 8 (Pink) types a chat message containing -ally  as A substring
        Player - Player 9 (Gray) types a chat message containing -ally  as A substring
        Player - Player 10 (Light Blue) types a chat message containing -ally  as A substring
        Player - Player 11 (Dark Green) types a chat message containing -ally  as A substring
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Integer((Substring((Entered chat string), 6, 8)))) Equal to 12
            Then - Actions
                Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 6, 8)))))) as an Enemy
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Integer((Substring((Entered chat string), 6, 8)))) Equal to (Player number of (Triggering player))
                    Then - Actions
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Triggering player) is an ally of (Player((Integer((Substring((Entered chat string), 6, 8))))))) Equal to True
                            Then - Actions
                            Else - Actions
                                Game - Display to (Player group((Triggering player))) the text: (You have allied  + (Name of (Player((Integer((Substring((Entered chat string), 6, 8))))))))
                                Game - Display to (Player group((Player((Integer((Substring((Entered chat string), 6, 8)))))))) the text: ((Name of (Triggering player)) + ( has allied you + !))
                                Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 6, 8)))))) as an Ally with shared vision


Code:
UnAllying
    Events
        Player - Player 1 (Red) types a chat message containing -unally  as A substring
        Player - Player 2 (Blue) types a chat message containing -unally  as A substring
        Player - Player 3 (Teal) types a chat message containing -unally  as A substring
        Player - Player 4 (Purple) types a chat message containing -unally  as A substring
        Player - Player 5 (Yellow) types a chat message containing -unally  as A substring
        Player - Player 6 (Orange) types a chat message containing -unally  as A substring
        Player - Player 7 (Green) types a chat message containing -unally  as A substring
        Player - Player 8 (Pink) types a chat message containing -unally  as A substring
        Player - Player 9 (Gray) types a chat message containing -unally  as A substring
        Player - Player 10 (Light Blue) types a chat message containing -unally  as A substring
        Player - Player 11 (Dark Green) types a chat message containing -unally  as A substring
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Integer((Substring((Entered chat string), 9, 11)))) Equal to (Player number of (Triggering player))
                (Integer((Substring((Entered chat string), 9, 11)))) Equal to 12
            Then - Actions
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Triggering player) is an ally of (Player((Integer((Substring((Entered chat string), 9, 11))))))) Equal to True
                    Then - Actions
                        Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 9, 11)))))) as an Enemy
                        Game - Display to (Player group((Triggering player))) the text: (You have unallied  + (Name of (Player((Integer((Substring((Entered chat string), 9, 11))))))))
                        Game - Display to (Player group((Player((Integer((Substring((Entered chat string), 9, 11)))))))) the text: ((Name of (Triggering player)) + ( has unallied you + !))
                    Else - Actions


Code:
Button Pressed
    Events
        Dialog - A dialog button is clicked for Race_Selection1[1]
        Dialog - A dialog button is clicked for Race_Selection1[2]
        Dialog - A dialog button is clicked for Race_Selection1[3]
        Dialog - A dialog button is clicked for Race_Selection1[4]
        Dialog - A dialog button is clicked for Race_Selection1[5]
        Dialog - A dialog button is clicked for Race_Selection1[6]
        Dialog - A dialog button is clicked for Race_Selection1[7]
        Dialog - A dialog button is clicked for Race_Selection1[8]
        Dialog - A dialog button is clicked for Race_Selection1[9]
        Dialog - A dialog button is clicked for Race_Selection1[10]
        Dialog - A dialog button is clicked for Race_Selection1[11]
        Dialog - A dialog button is clicked for Race_Selection2[1]
        Dialog - A dialog button is clicked for Race_Selection2[2]
        Dialog - A dialog button is clicked for Race_Selection2[3]
        Dialog - A dialog button is clicked for Race_Selection2[4]
        Dialog - A dialog button is clicked for Race_Selection2[5]
        Dialog - A dialog button is clicked for Race_Selection2[6]
        Dialog - A dialog button is clicked for Race_Selection2[7]
        Dialog - A dialog button is clicked for Race_Selection2[8]
        Dialog - A dialog button is clicked for Race_Selection2[9]
        Dialog - A dialog button is clicked for Race_Selection2[10]
        Dialog - A dialog button is clicked for Race_Selection2[11]
        Dialog - A dialog button is clicked for Race_Selection3[1]
        Dialog - A dialog button is clicked for Race_Selection3[2]
        Dialog - A dialog button is clicked for Race_Selection3[3]
        Dialog - A dialog button is clicked for Race_Selection3[4]
        Dialog - A dialog button is clicked for Race_Selection3[5]
        Dialog - A dialog button is clicked for Race_Selection3[6]
        Dialog - A dialog button is clicked for Race_Selection3[7]
        Dialog - A dialog button is clicked for Race_Selection3[8]
        Dialog - A dialog button is clicked for Race_Selection3[9]
        Dialog - A dialog button is clicked for Race_Selection3[10]
        Dialog - A dialog button is clicked for Race_Selection3[11]
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Next[((Player number of (Triggering player)) x 1)]
                Dialog[(Player number of (Triggering player))] Equal to 1
            Then - Actions
                Set Dialog[(Player number of (Triggering player))] = 2
                Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Show Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Next[((Player number of (Triggering player)) + 11)]
                Dialog[(Player number of (Triggering player))] Equal to 2
            Then - Actions
                Set Dialog[(Player number of (Triggering player))] = 3
                Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Show Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Next[((Player number of (Triggering player)) + 22)]
                Dialog[(Player number of (Triggering player))] Equal to 3
            Then - Actions
                Set Dialog[(Player number of (Triggering player))] = 1
                Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Show Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Back[((Player number of (Triggering player)) + 11)]
                Dialog[(Player number of (Triggering player))] Equal to 2
            Then - Actions
                Set Dialog[(Player number of (Triggering player))] = 1
                Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Show Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Back[((Player number of (Triggering player)) x 1)]
                Dialog[(Player number of (Triggering player))] Equal to 1
            Then - Actions
                Set Dialog[(Player number of (Triggering player))] = 3
                Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Show Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Back[((Player number of (Triggering player)) + 22)]
                Dialog[(Player number of (Triggering player))] Equal to 3
            Then - Actions
                Set Dialog[(Player number of (Triggering player))] = 2
                Dialog - Change the title of Race_Selection3[(Player number of (Triggering player))] to Future Empires:
                Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
                Dialog - Show Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Elf_past[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[1]
                Unit - Create 1 Elven Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Elven Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Elven Past Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Human_past[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[2]
                Unit - Create 1 Human Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Human Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Human Past Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Orc_past[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[3]
                Unit - Create 1 Orc Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Orc Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Orc Past Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Nature_past[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[4]
                Unit - Create 1 Nature Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Nature Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Nature Past Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Elf_present[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[5]
                Unit - Create 1 Elven Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Elven Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Elven Present Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Human_present[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[6]
                Unit - Create 1 Human Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Human Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Human Present Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Human_future[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[7]
                Unit - Create 1 Human Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Human Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Human Future Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Orc_future[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[8]
                Unit - Create 1 Orc Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Orc Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Orc Future Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Zombie_future[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[9]
                Unit - Create 1 Zombie Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Zombie Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Zombie Future Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Mutant_future[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[10]
                Unit - Create 1 Mutant Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Mutant Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Mutant Future Builder) for (Triggering player)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Clicked dialog button) Equal to Machine_Future[(Player number of (Triggering player))]
            Then - Actions
                Player Group - Add (Triggering player) to RaceandTime[11]
                Unit - Create 1 Machine Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
                Selection - Clear selection for (Triggering player)
                Unit - Create 1 Machine Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
                Selection - Select (Units owned by (Triggering player) of type Machine Future Builder) for (Triggering player)
            Else - Actions

Code:
Showing Dialog
    Events
        Time - Elapsed game time is 0.10 seconds
    Conditions
    Actions
        For each (Integer A) from 1 to 11, do (Actions)
            Loop - Actions
                Set Dialog[(Integer A)] = 1
                Dialog - Clear Race_Selection1[(Integer A)]
                Dialog - Change the title of Race_Selection1[(Integer A)] to Past Empires:
                Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Human
                Set Human_past[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Orc
                Set Orc_past[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Elf
                Set Elf_past[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Nature
                Set Nature_past[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Next
                Set Next[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Back
                Set Back[(Integer A)] = (Last created dialog Button)
                Dialog - Clear Race_Selection2[(Integer A)]
                Dialog - Change the title of Race_Selection2[(Integer A)] to Present Empires:
                Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Human
                Set Human_present[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Elf
                Set Elf_present[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Next
                Set Next[((Integer A) + 11)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Back
                Set Back[((Integer A) + 11)] = (Last created dialog Button)
                Dialog - Clear Race_Selection3[(Integer A)]
                Dialog - Change the title of Race_Selection3[(Integer A)] to Future Empires:
                Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Human
                Set Human_future[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Orc
                Set Orc_future[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Zombie
                Set Zombie_future[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Mutant
                Set Mutant_future[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Machine
                Set Machine_Future[(Integer A)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Next
                Set Next[((Integer A) + 22)] = (Last created dialog Button)
                Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Back
                Set Back[((Integer A) + 22)] = (Last created dialog Button)
        Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked player) slot status) Equal to Is playing
                    Then - Actions
                        Dialog - Show Race_Selection1[(Player number of (Picked player))] for (Picked player)
                    Else - Actions

Code:
Setting land
    Events
        Map initialization
    Conditions
    Actions
        Set Terrain[1] = Lordaeron Summer - Dark Grass
        Set Terrain[2] = Lordaeron Summer - Rough Dirt
        Set Terrain[3] = Barrens - Dark Desert
        Set Terrain[4] = Felwood - Vines
        Set Terrain[5] = Dalaran - Grass
        Set Terrain[6] = Felwood - Dirt
        Set Terrain[7] = Cityscape - Grass
        Set Terrain[8] = Barrens - Desert
        Set Terrain[9] = Felwood - Poison
        Set Terrain[10] = Village Fall - Rocks
        Set Terrain[11] = Outland - Abyss

Code:
Stopping build
    Events
        Unit - A unit Begins construction
    Conditions
        (Unit-type of (Constructing structure)) Not equal to Land Changer
    Actions
        For each (Integer A) from 1 to 11, do (Actions)
            Loop - Actions
                Player Group - Pick every player in RaceandTime[(Integer A)] and do (Actions)
                    Loop - Actions
                        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
                            Loop - Actions
                                Unit Group - Remove all units of (Units owned by (Picked player)) from (Units in (Playable map area))
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        ((Region centered at (Position of (Constructing structure)) with size (2000.00, 2000.00)) contains (Picked unit)) Equal to True
                                        (Unit-type of (Constructing structure)) Equal to Land Changer
                                    Then - Actions
                                        Unit - Kill (Constructing structure)
                                        Unit - Remove (Constructing structure) from the game
                                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Owner of (Constructing structure)) Equal to (Picked player)
                                (Terrain type at (Position of (Constructing structure))) Not equal to Terrain[(Integer A)]
                            Then - Actions
                                Unit - Explode (Constructing structure)
                            Else - Actions


Code:
If built
    Events
        Unit - A unit Finishes construction
    Conditions
    Actions
        For each (Integer A) from 1 to 11, do (Actions)
            Loop - Actions
                Player Group - Pick every player in RaceandTime[(Integer A)] and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Owner of (Triggering unit)) Equal to (Picked player)
                            Then - Actions
                                Environment - Change terrain type at (Position of (Constructed structure)) to Terrain[(Integer A)] using variation -1 in an area of size 4 and shape Circle
                            Else - Actions

Code:
Regeneration
    Events
        Time - Every 0.20 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 11, do (Actions)
            Loop - Actions
                Player Group - Pick every player in RaceandTime[(Integer A)] and do (Actions)
                    Loop - Actions
                        Unit Group - Pick every unit in (Units owned by (Picked player)) 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 Land Changer
                                        (Terrain type at (Position of (Picked unit))) Equal to Terrain[(Integer A)]
                                    Then - Actions
                                        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 0.75)
                                    Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Terrain type at (Position of (Picked unit))) Not equal to Terrain[(Integer A)]
                                        ((Picked unit) is A structure) Equal to True
                                        (Unit-type of (Picked unit)) Not equal to Land Changer
                                    Then - Actions
                                        Unit - Kill (Picked unit)
                                        Unit - Remove (Picked unit) from the game
                                    Else - Actions


I know it may have major leaks but ill fix that later. I just wanna know y it disconnects people.:banghead: PLZ HELP!
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
888
I saw a camera action in there.
Sometimes, camera actions tend to cause server splits and disconnect people.
Try removing that and/or changing the action up a bit. I think there's one that says (As necessary). You might try that.
 

Exfyre

hmm...
Reaction score
60
i think it is because you are creating a multiboard at the same time you are using it. try setting a wait function at beginning of actions for your first trigger and see if that helps.
 

foodflare

You can change this now in User CP.
Reaction score
32
i had it where i made multiboard before using and it still did the disconnecting thing so thats not it but i prob will put a wait line in there.
 
T

Tubba

Guest
That's... A lot of triggers. Try to eliminate them by disabling them and trying a few at a time.
 
T

Tubba

Guest
Did you check with people what happened? Did they lose connection or get a FATAL ERROR?
 
T

Tubba

Guest
Hmm... It sounds like you're doing something which splits the server...


Try removing anything which edits the camera and deals with the multiboard.
 

foodflare

You can change this now in User CP.
Reaction score
32
thx for helping me notice that i hadnt put the players in the player group
 

foodflare

You can change this now in User CP.
Reaction score
32
i tried Tubba's idea and it worked the first time afterwards but then it stopped
 

Ashcat

Hellooo
Reaction score
68
Um wow, thats a whole lot of triggers : / It would be hard to find the 1 or 2 lines in all that that is probably causing the server split.

Try checking all your triggers for something that might be making player1 treat player2 as an ally, while at the same time making player2 treat player1 as an enemy, because I suspect thats what would be causing the server split in all of this.

However, I would just delete all the triggers and try to find a simpler more organized way of recreating them, and yes I'm sure you don't want to do that becaue it would be time consuming, but thats what I would do.
 
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