Triggers causing split server?

Kazuga

Let the game begin...
Reaction score
110
Hello, me and my friend are creating a map together, but when we tested it out now just recently we noticed that he got disconnected when some of the triggers ran. We tested several times and it was always the same trigger that caused it. (+ one more at the ending of our tests.)

This is the trigger that causes most of our problems:

JASS:
scope OrcShieldSlam initializer Lightning
//! runtextmacro HAIL_CreateProperty ("Data", "integer", "private")
globals
private constant integer raw           = 'A011'  
private constant integer offset        = 20
private constant integer RD            = 200    flyger iväg
private constant real Arc               = 1.3  
private constant integer damage        = 200   
private constant real aoe           = 400  


endglobals


private struct TestStruct
    timer Timer
    unit caster
    real angle
    group z
    integer counter
    effect special1
    unit dummy
    location EP
    real distance
    effect fire1
    integer traveled
endstruct



private function Conditions takes nothing returns boolean
return GetSpellAbilityId() == raw
endfunction

private function Parabola takes real dist, real maxdist returns real
    local real t = (dist*2)/maxdist-1
    return (-t*t+1)*(maxdist/Arc)
endfunction

function Trig_OrcShieldSlam_FilterCondition takes nothing returns boolean
    return UnitHasBuffBJ(GetFilterUnit(),'B005') == true
endfunction

private function Knockback takes nothing returns nothing
    local TestStruct data = GetData (GetExpiredTimer ())
    local unit Unit = data.caster
    local group g = CreateGroup()
    local unit affected
    local real tx
    local real ty 
    local real cx = GetUnitX(Unit)
    local real cy = GetUnitY(Unit)
    local real nx 
    local real ny 
    local real angle
    
    //call BJDebugMsg(I2S(CountUnitsInGroup(data.z)))
    call GroupEnumUnitsInRange(g,cx,cy,aoe*2,Condition(function Trig_OrcShieldSlam_FilterCondition))
    
    set data.traveled = data.traveled + offset
    if data.traveled >= RD + I2R(GetHeroStr(udg_PlayerHero[GetConvertedPlayerId(GetOwningPlayer(Unit))],true)) then
        call PauseTimer (data.Timer)
        call ResetData (data.Timer)
        call DestroyTimer (data.Timer)
        call DestroyGroup(data.z)
    else
        //call BJDebugMsg(I2S(CountUnitsInGroup(g)))
        //call BJDebugMsg("endif")
        loop
            set affected = FirstOfGroup(g)
            exitwhen affected == null
                //call BJDebugMsg("boom")
                set tx = GetUnitX(affected)
                set ty = GetUnitY(affected)
                
                set angle = Atan2(ty-cy,tx-cx)
                
                set nx = tx + offset * Cos(angle)
                set ny = ty + offset * Sin(angle)
                
                call SetUnitX(affected,nx)
                call SetUnitY(affected,ny)
            
            call GroupRemoveUnit(g,affected)
        endloop
       // call ForGroup(z,function slide(p))
    endif
endfunction





private function Actions takes nothing returns nothing
    local sound SimError
    local TestStruct data = TestStruct.create ()
    local unit Unit = GetTriggerUnit()
    local location CP = GetUnitLoc(Unit)
    local real cx = GetUnitX(Unit)
    local real cy = GetUnitY(Unit)
    
    set data.caster = Unit
    set triggering = Unit
    set data.z = CreateGroup()
    call GroupEnumUnitsInRange(data.z,cx,cy,aoe,Condition(function Trig_OrcShieldSlam_FilterCondition))
 
    set data.Timer = CreateTimer()
    call TimerStart (data.Timer,0.03,true, function Knockback)
    call SetData (data.Timer, data)


endfunction

//===========================================================================
private function SafeFilt takes nothing returns boolean
return true
endfunction
private function Lightning takes nothing returns nothing
 local trigger trig = CreateTrigger()
     call TriggerRegisterPlayerUnitEvent(trig,GetLocalPlayer(),EVENT_PLAYER_UNIT_SPELL_EFFECT,Condition(function SafeFilt))

 call TriggerAddCondition (trig, Condition (function Conditions ) )
 call TriggerAddAction (trig, function Actions )
 endfunction
endscope

The trigger does everything it's supposed to do, except that it disconnects other players. Is there anything in the code that might cause this?
 

Artificial

Without Intelligence
Reaction score
326
> [ljass]call TriggerRegisterPlayerUnitEvent(trig,/*!->*/GetLocalPlayer()/*<-!*/,EVENT_PLAYER_UNIT_SPELL_EFFECT,Condition(function SafeFilt))[/ljass]
Well if you only register the event for the local player, it kinda like only gets registered for the local player, meaning when Player(0)'s unit triggers the event, the trigger only runs for Player(0), not for any other players.

Just use [ljass]TriggerRegisterAnyUnitEventBJ[/ljass]. ;p
 

Kazuga

Let the game begin...
Reaction score
110
Ah thanks guys, this solved a real lot of my problems!<3

The triggers works even after I replaced the getlocalplayer part with the part you posted, gonna test the map with my friend later on again to make sure he doesn't disconnect. :)
 
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