| 04-17-2009, 09:27 PM | #1 |
My map is almost a typical melee map but at the end of 15 minutes all players are transported to an area where a fight to the death occurs. Each time a unit dies a variable and leader board that count the units for a player is updated for that player. When that variable hits 0 it should display defeat for that player. If all other players variable is 0, the the remaining player is the winner. My game, at random it seems like, just chooses the winner. Mostly player 1. And this is all before the timer is even run out. I should mention that before the timer runs out, all units are allys and can't attack each other. Here are my defeat and victory triggers for player 1. They would be the same for all other players just substitute. Trigger: |
| 04-18-2009, 06:18 PM | #3 |
Well I tried out your triggers and so far they seem to be working. My problem now is that everyone but the host lags and eventually will disconnect (LAN and B.net). I've got a few things to try with the triggers to see if I can resolve the disconnects. |
| 04-18-2009, 08:23 PM | #4 | |
Quote:
When does the problem occur? At the start of the game or when the players are transported? Is it caused by my trigger? If you need help, post the code of the triggers that are running when lag happens and I'll be glad to help you. If it's caused by my trigger, try removing the wait or using "Wait (Game-Time)". |
| 04-20-2009, 08:09 PM | #5 |
The problem doesn't happen at a specific time. It's during the timer counting down. The host is fine, but the joined players' game lags every few seconds. There's no set time. Eventually it just will disconnect. So I'm not sure which code is causing the lag. I assume it's the code where the time is, but it's been fine ever since I started this map, and it's been unchanged. I'll try it out tonight again and let you know. |
