This is driving me crazy...

The Big S

New Member
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6
Alright, so even after all the help I received on my first thread, my map is still causing server splits at the beginning.

Now, I found the first problem, which was the custom declared locals at the very beginning of map initialization. Unfortunately, once I took those off, it must have detected too many leaks in my map and now it kicks people out before anything happens. Should I just make it at 1 second of game time, and then put the custom script back in?

I really need to get some help for this :(

Code:
Initialization Procedures
    Events
        Map initialization
    Conditions
    Actions
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Welcome t...
        Wait 1.00 seconds
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Initializ...
        Wait 1.00 seconds
        Game - Hide creep camps on the minimap
        Game - Disable ally color button and Disable creep camp button
        Special Effect - Create a special effect attached to the overhead of Gleria (Trolls Quest) 0033 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Special Effect - Create a special effect attached to the overhead of Gorus Antlis (A simple delivery Quest) 0080 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Quest - Create a Required quest titled Characters and Clas... with the description Upon entering Athel..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Required quest titled Quests with the description In Athelor, people,..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Optional quest titled Command List with the description Refer to the follow..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Optional quest titled Credits with the description Although Athelor OR..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Wait 1.00 seconds
        Set PlayerHouseActual[1] = Player1House <gen>
        Set PlayerHouseActual[2] = Player2House <gen>
        Set PlayerHouseActual[3] = Player3House <gen>
        Set PlayerHouseActual[4] = Player4House <gen>
        Set PlayerHouseActual[5] = Player5House <gen>
        Set PlayerHouseActual[6] = Player6House <gen>
        Set PlayerHouseActual[7] = Player7House <gen>
        Set PlayerHouseActual[8] = Player8House <gen>
        Set rank2chest[1] = A Strongbox 0089 <gen>
        Set rank2chest[2] = A Strongbox 0100 <gen>
        Set rank2chest[3] = A Strongbox 0102 <gen>
        Set rank2chest[4] = A Strongbox 0104 <gen>
        Set rank2chest[5] = A Strongbox 0106 <gen>
        Set rank2chest[6] = A Strongbox 0108 <gen>
        Set rank2chest[7] = A Strongbox 0110 <gen>
        Set rank2chest[8] = A Strongbox 0112 <gen>
        Dialog - Change the title of SmithDialog[1] to What would you like...
        Dialog - Change the title of SmithDialog[2] to Choose a weapon to ...
        Dialog - Create a dialog button for SmithDialog[1] labelled Smith A Weapon  
        Set SmithButton[1] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[1] labelled Smith Armour
        Set SmithButton[2] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[1] labelled |cffff0000Cancel|r
        Dialog - Create a dialog button for SmithDialog[2] labelled Iron Dagger
        Set SmithButton[3] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Iron Shortsword
        Set SmithButton[4] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Iron Axe
        Set SmithButton[5] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Steel Dagger
        Set SmithButton[6] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Steel Shortsword
        Set SmithButton[7] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled |cff00ff00More...|r
        Set SmithButton[8] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[3] labelled Steel Axe
        Set SmithButton[9] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled |cffff0000Cancel|r
        Wait 1.00 seconds
        Set Group1 = (Units owned by Neutral Hostile)
        Set Loop = 0
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Initializ...
        Unit Group - Pick every unit in Group1 and do (Actions)
            Loop - Actions
                Set Creep_Type[Loop] = (Unit-type of (Picked unit))
                Set Creep_Position[Loop] = (Position of (Picked unit))
                Unit - Set the custom value of (Picked unit) to Loop
                Trigger - Add to Damage Over Character <gen> the event (Unit - (Picked unit) Takes damage)
                Set Loop = (Loop + 1)
        Player - Disable sleeping for all creeps
        Wait 1.00 seconds
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Initializ...
        Wait 1.00 seconds
        Set TempForce = (All players matching (((Matching player) controller) Equal to User))
        Advanced - Initialize advanced triggers
        Wait 1.00 seconds
        Advanced - Customize the hero save system to Save Life and Mana
        Advanced - Customize the hero save system to Save Strength, Intelligence, Agility
        Advanced - Customize the hero save system to Save Gold and Lumber
        Advanced - Customize the hero save system to Save Carried Items
        Advanced - Customize the hero save system to Save Owning Player Name
        Advanced - Customize the hero save system to Save Skill Levels
        Advanced - Customize the hero save system to Ignore Current Position
        Player Group - Pick every player in TempForce and do (Actions)
            Loop - Actions
                Set BindPoint[(Player number of (Picked player))] = ArvaleRevival <gen>
                Unit - Hide rank2chest[(Player number of (Picked player))]
                Set TempPoint = (Random point in ClassSelection <gen>)
                Unit - Create 1 Class Selector for (Picked player) at TempPoint facing Default building facing (270.0) degrees
                Set CharChooser[(Player number of (Picked player))] = (Last created unit)
                Visibility - Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across ZONE Arvale Village <gen>
                Set ArvaleVis[(Player number of (Picked player))] = (Last created visibility modifier)
                Visibility - Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across ZONE Iridius City <gen>
                Set IridiusVis[(Player number of (Picked player))] = (Last created visibility modifier)
                Player - Make (Picked player) treat Player 9 (Gray) as an Ally
                Player - Make Player 9 (Gray) treat (Picked player) as an Ally
                Game - Display to (Player group((Picked player))) for 5.00 seconds the text: |cfffff000Welcome t...
                Set AlreadyRepicking[(Player number of (Picked player))] = True
                Camera - Pan camera for (Picked player) to TempPoint over 0.00 seconds
        Custom script: call DestroyGroup(udg_Group1)
        Custom script: call DestroyForce(udg_TempForce)
        Custom script: call RemoveLocation(udg_TempPoint)
 

SFilip

Gone but not forgotten
Reaction score
634
> it must have detected too many leaks in my map
Uh...what? Just not using locals can't cause this...not in a million years.

Advanced - Initialize advanced triggers
I'd go for putting this the very first action, along with the rest of the Advanced stuff in this trigger. Just a hunch, you never know...since its supposed to initialize then run it at map initialization, not after a wait ;)

And if that doesn't work...well you can always go for disabling actions one by one until you find the one to blame.
 

The Big S

New Member
Reaction score
6
SFilip:

I had the initialize advanced triggers at the beginning, and then just moved it down to make sure that wasn't the thing causing the server split (It also works down there anyway)

Tom Jones:

Loads of times. There are probably about 100 pre placed neutral creeps on the ground, but they are spread out. The server split happened at the very beginning of the game, before anything even started working it appears.
 
K

Kevin

Guest
I've got a lot of preplaced units on my map.

It doesn't cause server splits.

However I did discover something. Triggers which are immensely long tend to cause processing errors.

It's a very long story on how I discovered this. But basically it also happens with jass as well. The game doesn't sync up properly on any long processing, because it doesn't get a response from players within a certain time it'll cut connection.

I discovered this when creating a random hero pick program for my 60 heroes. Yes I have 60 heroes on my map.

So what you need to do is look through all of your triggers, especially map initialization. See how long these triggers are. Split the long ones up into multiple triggers. Having a lot of triggers doesn't seem to cause the same problems as having one single very long triggers.

If your triggers are short and sweet, then ignore my statement. I am just trying to help problem solve

o!^_^!o
 

The Big S

New Member
Reaction score
6
I'll try that then. Are you using the "trigger - run ignoring conditions" at the end of each mini-trigger to link it to the next?
 

The Big S

New Member
Reaction score
6
HOLY CRAP!

I did what you said and broke it up into 5 small triggers, and first of all...usually there was a 5-9 second lag at map startup, and now there is NONE!

Wow man, I think I owe you big time! Not sure if it stopped the splits, but I'm willing to bet it did!
 
K

Kevin

Guest
OMG I helped somebody!:D

YAY!

!:D!

ok so let me tell you why I brought that up. When I was doing my random trigger for all 60 of my heroes (this equalled out to be well over 480 lines when compiled), it'd give me an error when I compiled it. So I went by piece by piece with my triggr, thinking there was something I did wrong.

But I realize my entire trigger was 100% correct. It was just the fact that my trigger was so long that the computer couldn't process it all.

That's when I realized it caused problems with lag!!!!!!! It was a processor issue.

So I broke my huge trigger into 4 separate triggers, all run by one single master trigger. And they all worked, and not only that, but got rid of the processing lag and allowed my map to compile!!!

When in doubt, if everything is 100% correct, but something isn't working. Check the length of your triggers ^_^ If it is too big then the computer won't work right. IF the triggers are stacked without a 0.10 second wait command, they might be getting goofed up. etc...

Right now I am hoping my friend can get my model to be animated, but so far he hasn't responded to me. man I hope he can manage it before I get back from kaua'i, cause I want to show everybody my map!
 

The Big S

New Member
Reaction score
6
Well darn. When I did what you said Kevin, it made the beginning lag disappear. Unfortunately, upon getting very excited and attempting to play with 2 of my friends again since the problem was "fixed", we found out sadly that the server split is still there. :( :( :( :( :( :( :( :( :(

The person who was disconnected said that it occured at the very beginning instantly after loading. Here are my initialization triggers (split into 5 small triggers like instructed)

Code:
init1
    Events
        Map initialization
    Conditions
    Actions
        Advanced - Initialize advanced triggers
        Advanced - Customize the hero save system to Save Life and Mana
        Advanced - Customize the hero save system to Save Strength, Intelligence, Agility
        Advanced - Customize the hero save system to Save Gold and Lumber
        Advanced - Customize the hero save system to Save Carried Items
        Advanced - Customize the hero save system to Save Owning Player Name
        Advanced - Customize the hero save system to Save Skill Levels
        Advanced - Customize the hero save system to Ignore Current Position
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Welcome t...
        Wait 0.10 seconds
        Trigger - Run init2 <gen> (ignoring conditions)

Code:
init2
    Events
    Conditions
    Actions
        Game - Hide creep camps on the minimap
        Game - Disable ally color button and Disable creep camp button
        Special Effect - Create a special effect attached to the overhead of Gleria (Trolls Quest) 0033 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Special Effect - Create a special effect attached to the overhead of Gorus Antlis (A simple delivery Quest) 0080 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Quest - Create a Required quest titled Characters and Clas... with the description Upon entering Athel..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Required quest titled Quests with the description In Athelor, people,..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Optional quest titled Command List with the description Refer to the follow..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Optional quest titled Credits with the description Although Athelor OR..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Set PlayerHouseActual[1] = Player1House <gen>
        Set PlayerHouseActual[2] = Player2House <gen>
        Set PlayerHouseActual[3] = Player3House <gen>
        Set PlayerHouseActual[4] = Player4House <gen>
        Set PlayerHouseActual[5] = Player5House <gen>
        Set PlayerHouseActual[6] = Player6House <gen>
        Set PlayerHouseActual[7] = Player7House <gen>
        Set PlayerHouseActual[8] = Player8House <gen>
        Set rank2chest[1] = A Strongbox 0089 <gen>
        Set rank2chest[2] = A Strongbox 0100 <gen>
        Set rank2chest[3] = A Strongbox 0102 <gen>
        Set rank2chest[4] = A Strongbox 0104 <gen>
        Set rank2chest[5] = A Strongbox 0106 <gen>
        Set rank2chest[6] = A Strongbox 0108 <gen>
        Set rank2chest[7] = A Strongbox 0110 <gen>
        Set rank2chest[8] = A Strongbox 0112 <gen>
        Set Drops[1] = Iron Dagger
        Set Drops[2] = Oak Longbow
        Set Drops[3] = Oak Staff
        Set Drops[4] = Minor Health Potion
        Set Drops[5] = Minor Mana Potion
        Set Drops[6] = |cff32cd32Tribal Longbow|r
        Set Drops[7] = |cff00ff00Holy Symbol|r
        Set Drops[8] = |cff0000ffWarlord's Boots|r
        Set Drops[9] = |cff0000ffWarlord's Chestplate|r
        Set Drops[10] = |cff0000ffWarlord's Battle Axe|r
        Wait 0.10 seconds
        Trigger - Run init3 <gen> (ignoring conditions)

Code:
init3
    Events
    Conditions
    Actions
        Dialog - Change the title of SmithDialog[1] to What would you like...
        Dialog - Change the title of SmithDialog[2] to Choose a weapon to ...
        Dialog - Create a dialog button for SmithDialog[1] labelled Smith A Weapon  
        Set SmithButton[1] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[1] labelled Smith Armour
        Set SmithButton[2] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[1] labelled |cffff0000Cancel|r
        Dialog - Create a dialog button for SmithDialog[2] labelled Iron Dagger
        Set SmithButton[3] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Iron Shortsword
        Set SmithButton[4] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Iron Axe
        Set SmithButton[5] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Steel Dagger
        Set SmithButton[6] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled Steel Shortsword
        Set SmithButton[7] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled |cff00ff00More...|r
        Set SmithButton[8] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[3] labelled Steel Axe
        Set SmithButton[9] = (Last created dialog Button)
        Dialog - Create a dialog button for SmithDialog[2] labelled |cffff0000Cancel|r
        Dialog - Create a dialog button for SmithDialog[6] labelled |cffff0000Cancel|r
        Wait 0.10 seconds
        Trigger - Run init4 <gen> (ignoring conditions)

Code:
init4
    Events
    Conditions
    Actions
        Custom script: local group udg_Group1
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Initializ...
        Player - Disable sleeping for all creeps
        Set Group1 = (Units owned by Neutral Hostile)
        Set Loop = 0
        Unit Group - Pick every unit in Group1 and do (Actions)
            Loop - Actions
                Set Creep_Type[Loop] = (Unit-type of (Picked unit))
                Set Creep_Position[Loop] = (Position of (Picked unit))
                Unit - Set the custom value of (Picked unit) to Loop
                Trigger - Add to Damage Over Character <gen> the event (Unit - (Picked unit) Takes damage)
                Set Loop = (Loop + 1)
        Custom script: call DestroyGroup(udg_Group1)
        Wait 0.10 seconds
        Trigger - Run init5 <gen> (ignoring conditions)

Code:
init5
    Events
    Conditions
    Actions
        Custom script: local force udg_TempForce
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Initializ...
        Set TempForce = (All players matching (((Matching player) controller) Equal to User))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of players in TempForce) Equal to 1
            Then - Actions
                Trigger - Turn off Save <gen>
            Else - Actions
        Player Group - Pick every player in TempForce and do (Actions)
            Loop - Actions
                Set BindPoint[(Player number of (Picked player))] = ArvaleRevival <gen>
                Unit - Hide rank2chest[(Player number of (Picked player))]
                Set TempPoint = (Random point in ClassSelection <gen>)
                Unit - Create 1 Class Selector for (Picked player) at TempPoint facing Default building facing (270.0) degrees
                Set CharChooser[(Player number of (Picked player))] = (Last created unit)
                Visibility - Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across ZONE Arvale Village <gen>
                Set ArvaleVis[(Player number of (Picked player))] = (Last created visibility modifier)
                Visibility - Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across ZONE Iridius City <gen>
                Set IridiusVis[(Player number of (Picked player))] = (Last created visibility modifier)
                Player - Make (Picked player) treat Player 9 (Gray) as an Ally
                Player - Make Player 9 (Gray) treat (Picked player) as an Ally
                Game - Display to (Player group((Picked player))) for 5.00 seconds the text: |cfffff000Welcome t...
                Set AlreadyRepicking[(Player number of (Picked player))] = True
                Camera - Pan camera for (Picked player) to TempPoint over 0.00 seconds
        Wait 0.10 seconds
        Custom script: call DestroyForce(udg_TempForce)

I will do anything if someone can help me to fix this. ANYTHING. +Rep, credit on my map, whatever. This server split issue is driving me insane and I have no idea what is wrong with it. :(
 
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