| 08-19-2003, 01:08 AM | #1 |
I have a certain trigger here that is suspected to cause server splits. I made changes to this trigger so that it would initiate at 50 seconds, and now a split happens at that exact moment. I do not believe it to be the units (notice they are labeled nonsplitter, I created duplicated based of riflemen again and reedited their stats and deleted the old units), recreating them did not hinder the powah of the server split.. setstuff Code:
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
Unit - Create 1 Rebel General (nonsplitter) for Neutral Hostile at (Center of AmaranthineGeneralFort <gen>) facing Default building facing degrees
Set RFgeneral = (Last created unit)
Unit - Create 1 Rebel General (nonsplitter) for Neutral Hostile at (Center of CragstoneMountainsGeneralFort <gen>) facing Default building facing degrees
Set RMgeneral = (Last created unit)
Unit - Create 1 Rebel General (nonsplitter) for Neutral Hostile at (Center of PromisedLandGeneralFort <gen>) facing Default building facing degrees
Set WFgeneral = (Last created unit)
Set CREEPWAVEforts[1] = RFcreepspawn <gen>
Set CREEPWAVEforts[2] = RMcreepspawn <gen>
Set CREEPWAVEforts[3] = WFcreepspawn <gen>
Trigger - Turn on startitup <gen> // [i]NOTE: This is just turning on the other trigger that periodically checks for suitable creep wave targets. It isn't really relavant to the split at all.[/i]
Unit - Create 1 Rebel Tower (nonsplit) for Neutral Hostile at (Center of AWTower1 <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Tower (nonsplit) for Neutral Hostile at (Center of AWTower2 <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Tower (nonsplit) for Neutral Hostile at (Center of CMTower1 <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Tower (nonsplit) for Neutral Hostile at (Center of CMTower2 <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Tower (nonsplit) for Neutral Hostile at (Center of PLTower1 <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Tower (nonsplit) for Neutral Hostile at (Center of PLTower2 <gen>) facing Default building facing degrees
For each (Integer A) from 1 to 8, do (Actions)
Loop - Actions
Unit - Create 1 Rebel Infantry (NonSplitter) for Neutral Hostile at (Random point in AmaranthineGeneralFort <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Infantry (NonSplitter) for Neutral Hostile at (Random point in CragstoneMountainsGeneralFort <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Infantry (NonSplitter) for Neutral Hostile at (Random point in PromisedLandGeneralFort <gen>) facing Default building facing degrees
Wait 0.10 game-time seconds
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
Unit - Create 1 Rebel Doctor (nonsplitter)\ for Neutral Hostile at (Random point in AmaranthineGeneralFort <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Doctor (nonsplitter)\ for Neutral Hostile at (Random point in CragstoneMountainsGeneralFort <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Doctor (nonsplitter)\ for Neutral Hostile at (Random point in PromisedLandGeneralFort <gen>) facing Default building facing degrees
Wait 0.10 game-time seconds
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
Unit - Create 1 Rebel Leader (nonsplit) for Neutral Hostile at (Random point in AmaranthineGeneralFort <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Leader (nonsplit) for Neutral Hostile at (Random point in CragstoneMountainsGeneralFort <gen>) facing Default building facing degrees
Unit - Create 1 Rebel Leader (nonsplit) for Neutral Hostile at (Random point in PromisedLandGeneralFort <gen>) facing Default building facing degrees
Wait 0.10 game-time secondsSo, anyone see anything known to cause splits in there? Thanks in advance for any help offered. |
| 08-19-2003, 01:34 AM | #2 |
All I can do is take a guess -- I notice there is a wait inside your loops. Could that be causing a problem? Can you try it without the waits and see if the splits stop? |
| 08-19-2003, 01:44 AM | #3 |
I considered that. Suppose its worth a shot, even if it causes a small tad more noticeable lag. *EDIT* Well whaddya know. Out of around 4 test games, only 1 person dropped (at initialization.) That fixed it up. Interesting.. |
| 08-19-2003, 08:51 PM | #4 |
Hurrah! |
