Player get disconnected at the begining of the game

meehael

New Member
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6
Hi all,

Do you know why some players get disconnected the moment they enter the map? I host games over Garena, and it said that their ping is minimal. I hosted for only 4 players, which is ok for my upload speed.

Thanks,
Regards!
 

Exuro.

New Member
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5
do you also get disconnected?

i know from some maps i created, that if i made some value on a unit or something which aint allowed, my game would simply crash.. dunno if thats the same problem as yours
 

meehael

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6
No, I never get disconnected. Sometimes, in a game of 2v2, only one or two players drop, and they say that they didn't leave, but they got a message that they were simply disconnected. I immediately hosted again, but they got disconnected again, just when the game was loaded and ready to begin.
 

Exide

I am amazingly focused right now!
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It could depend on your map and the triggers.
What map are you trying to host? Did you create it yourself? If yes, you should consider uploading it here so that we may take a look at it.

Ps. I owned you in Dota, earlier today.
 

meehael

New Member
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Hi,

The map I'm trying to host is Heroes of Eastern Kingdoms http://www.hiveworkshop.com/forums/resource.php?t=103997. Yes, I made it, but unfortunately, I cannot give the unprotected version as of yet, because I'm waiting results from a competition. I hope you understand.

I also hope that you can do something with protected version. Looking forward to your test results :D!

Thanks,
Regards!
 

TombStone

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Dose this happen on just that map?
Im thinking mayeb you put to many Units or to many objects on the map.
And the map gets laggy and crashes because it can't load anymore.
This is my guess.
 

Exide

I am amazingly focused right now!
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We can't do anything with a protected map, that is supported around here. :p
So I guess we'll have to wait until that competition is over, and guess what might be wrong in the meantime.

It would help if you could show us your triggers that run as soon as the map starts, though. (Since it's about then that people disconnect.)
 

meehael

New Member
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6
Does this happen on just that map?
Im thinking mayeb you put to many Units or to many objects on the map.
And the map gets laggy and crashes because it can't load anymore.
This is my guess.

I didn't host any other map before. But, just to test this, I've hosted another one, and it worked fine. Hm.

It's a medium-sized map; there are 520 pre-placed units, 87 pre-placed items and around 7500 doodads... The map is made purely in the official WE, v1.22.

It would help if you could show us your triggers that run as soon as the map starts, though. (Since it's about then that people disconnect.)
OK, here are some of them:

This one is for locking the game camera at the begining of the game at hero selection. It gets unlocked later. P11 and P12 are computer players.
Select class camera
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
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) slot status) Equal to Is playing
(Picked player) Not equal to Player 11 (Dark Green)
(Picked player) Not equal to Player 12 (Brown)
Then - Actions
Camera - Apply Select Class camera <gen> for (Picked player) over 0.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) is in Alliance) Equal to True
Then - Actions
Set Temp_UnitGroup = (Units in SelectClassRegions[(Player number of (Picked player))])
Else - Actions
Set Temp_UnitGroup = (Units in SelectClassRegions[((Player number of (Picked player)) + 10)])
Camera - Lock camera target for (Picked player) to (Random unit from Temp_UnitGroup), offset by (-5.00, 171.20) using Default rotation
Custom script: call DestroyGroup (udg_Temp_UnitGroup)
Else - Actions
Maybe this one causes troubles, because there are around 1800 trees?
Trees init
Events
Map initialization
Conditions
Actions
Set Temp_Region = (Entire map)
Destructible - Pick every destructible in Temp_Region and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Village Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
((Picked destructible) is alive) Equal to True
Then - Actions
Trigger - Add to A tree is destroyed <gen> the event (Destructible - (Picked destructible) dies)
Else - Actions
Custom script: call RemoveRect(udg_Temp_Region)
Now, there are ten triggers like this one, each for different type of creep. Is it a problem they all trigger at map initialization?
Big Spiders init
Events
Map initialization
Conditions
Actions
Set Temp_UnitGroup = (Units in CreepBigSpiders1 <gen>)
Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
Loop - Actions
Unit - Set the custom value of (Picked unit) to 1
Custom script: call DestroyGroup (udg_Temp_UnitGroup)
Set Temp_UnitGroup = (Units in CreepBigSpiders2 <gen>)
Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
Loop - Actions
Unit - Set the custom value of (Picked unit) to 2
Custom script: call DestroyGroup (udg_Temp_UnitGroup)

Thanks,
Regards!
 

Exide

I am amazingly focused right now!
Reaction score
448
Try disabling the 'Trees init - trigger' and see if it works better.
Also, you could try to change the event on that trigger to 'Time Elasped - 5 seconds'.

'Select class camera' seems buggy, you should re-write it.
You should also use a different variable for the Unit Group, since it's the same that you are using in the third trigger -and you are (in this trigger) using it every 0.5 seconds - it's bound to mess something up eventually. :p

'Big Spiders init' is fine.
 

meehael

New Member
Reaction score
6
Hm, I think we're onto something. I replaced Trees init event from Map init to Elapsed Game Time 5 secs, and when the map loaded, two players dropped after around 5 seconds, not immediately. I'll try disabling it completely now, temporarily.

Thanks!
 
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