Selection Bug

HydraRancher

Truth begins in lies
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In my map, single player test, everything is fine, works as per normal.

But online, there is a selection bug. Units will often not respond to orders, and sometimes units deselect themselves.

Is this a map problem, or an internet problem?
 
If there was lag, units will respond to orders with delay(nothing more than 24 second iirc) meaning it wont respond more than 24 sec, means your dc'ed.
and deselecting, no such a thing possible by multi.
I do believe its map problem.
 
It's not lag. I would know if I was being disconnected.

Also there are no triggers that affect selection.
 
How many units are under a player's control? I know in maps with mass units, they will start ignoring orders a lot of the time. I've read the limit is about 60-100 moving units per player.

I don't know about the selection problem.
 
Have heard and experienced of units disobeying orders but never of deselection (yet).

It could be the map problem. If so, you are very unlucky, or rather 'lucky'. :p

Try rechecking. Not only in terms of selection events. Could be due to selection actions.
 
It only occurs during Battle.Net, so I'm skeptical about it being a map issue.

The the only selection actions are to select your hero once it's created, but that's most likely not the issue.

Also, more information about the disobeying bug, it's not like when you have over 9000 units and your hero takes a while to respond, but I've read that other people occured this problem, where the unit itself cannot be ordered to do anything, until you deselect and reselect.


EDIT: Update, the selection bugs only occur when there is more than me playing. So if I play on B.net by myself, no issue.

Could it possibly be the people I'm playing with? :\
 
where the unit itself cannot be ordered to do anything, until you deselect and reselect.

Oh, I've had that problem when playing maps before. It seemed to be specific to the map, not my connection. I don't know the cause, though...it was a long time ago. :(
 
I'm pretty sure it's not the cause.

Trigger:
  • Unit Created
    • Events
      • Unit - A unit Finishes training a unit
    • Conditions
      • RecruitmentBoolean[(Player number of (Triggering player))] Equal to False
      • (Unit-type of (Triggering unit)) Equal to Spawner
    • Actions
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = (Trained unit)
      • Player - Add 100 to (Triggering player) Current lumber
      • Set RecruitmentBoolean[(Player number of (Triggering player))] = True
      • Selection - Add (Trained unit) to selection for (Owner of (Triggering Unit))
      • Set TempGroup = (Units owned by (Owner of (Triggering unit)) of type Spawner)
      • Player Group - Pick every player in ActivePlayers and do (Actions)
        • Loop - Actions
          • Player - Make (Unit-type of (Trained unit)) Unavailable for training/construction by (Picked player)
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Custom script: call DestroyGroup (udg_TempGroup)
 
I've noticed the selection bug crops up when certain methods of creating triggers that fire when units are selected are used. These methods have yet to be pinpointed, but the problem is quite prevalent in RP maps because they are horrendously coded and use pretty much every method possible, which doesn't help at all.

Do you have triggers that fire when units are selected? What method(s) do you use, if so? This problem would benefit many if it was figured out once and for all.
 
Actually, I just added a trigger that is used for double clicking a paused building to remove it, as the self-destruct ability is disabled.

Trigger:
  • Destroy Powerless
    • Events
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DoubleClickYet[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • Set TempGroup = (Units currently selected by (Triggering player))
          • Unit Group - Pick every unit in TempGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Owner of (Picked unit)) Equal to (Triggering player)
                  • ((Picked unit) is paused) Equal to True
                  • ((Unit-type of (Picked unit)) is A structure) Equal to True
                • Then - Actions
                  • Unit - Kill (Picked unit)
                • Else - Actions
          • Custom script: call DestroyGroup (udg_TempGroup)
        • Else - Actions
          • Set DoubleClickYet[(Player number of (Triggering player))] = True
          • Wait 0.15 seconds
          • Set DoubleClickYet[(Player number of (Triggering player))] = False



But all it does is kill the unit, it isn't triggered to deselect.

I think I might rethink my trigger up there. Perhaps if I simply added Orc Burrows to the towers, so they can't attack.


Is there an ability that can halt unit production and attacks, but still keep spells intact?

If so that would eliminate the need of the above trigger.
 
I disabled the above trigger and the glitch appeared to be nullified. Hmm.

But I was also playing with a man down. So I'd need to test with all three of us again to make sure.
 
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