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Trigger causing server splits?

08-19-2003, 01:08 AM#1
Norbo
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 seconds
You also might notice some somewhat inefficient triggering in there, such as the forloop running 8 times , spawning 3 units each time.. I did that for lag reasons. The reason there's not a forloop governing the tower placement is, for some backwards reason, it would not spawn the towers correctly.


So, anyone see anything known to cause splits in there?

Thanks in advance for any help offered.
08-19-2003, 01:34 AM#2
jeffsu
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
Norbo
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
jeffsu
Hurrah!