| 10-02-2002, 06:31 PM | #1 |
Guest | I was wondering what sort of reasons you guys have found for players disconnecting from a game for no real reason. A map I'm working on is built for up to 12 players, but I test it with 2 or 3 at a time (for now). I have a trigger that tells me when someone leaves the game. While testing on a LAN, a few minutes in I got the message that the other 2 players I was playing with had left the game, and sure enough they were gone. However, on their machines, it said I left the game, yet they were still in each others' games. When I tried playing on Bnet with 2 people, I was actually disconnected from the game (I had my friend create). What sorts of things would cause the game to drop players like that? It works just fine with 1 person and a bunch of computers (of course, there's no AI, so the game isn't very fun). Are there any known bugs that do things like this, so I can try different techniques for my triggers? |
| 10-02-2002, 08:22 PM | #2 |
There's only one reason why I can think this would happen, and it happens to me too: Did you import UnitMetaData.slk into the map? That causes problems nowadays in WC3 maps... |
| 10-02-2002, 11:55 PM | #3 |
Guest | Nope! :( |
| 10-03-2002, 01:16 AM | #4 |
Have everyone close war3, then open war3, and play your map -- without playing any other maps first. If one of you plays a map with unitmetadata.slk imported, and then tries to join a map that doesn' t (yours) it'll cause the desync you speak of. Also make sure you're not sending transmissions to a single player. |
| 10-03-2002, 01:39 AM | #5 |
Guest | I most definitely have transmissions to a single player! A few weeks ago, before I added a host of extra stuff, there were no transmissions and it worked perfectly. I just added so much stuff since then there was no real way to go back and check every single thing. What could I do other than transmissions? I like the sounds they provide. Is there another way to send sounds to a single person? |
| 10-03-2002, 03:07 AM | #6 |
It seems highly likely that you only want to send a sound to a player because he / she is in a certain region or doing a certain thing? Like person a is confonting monster b or something? Or is it something that doesnt have to do with location, like person a sends taunt x to person b? If its the former, then perhaps you can attach a 3d sound to that persons location? Im not sure how far a 3d sound travels, but my guess is that it goes just a bit beyond the camera bounds, judging by how the sfx in the game work. So you might wanna try that. If its the latter, tell us specifically what you are trying to do and maybe someone will have some more info for you. |
| 10-03-2002, 03:23 AM | #7 |
Guest | No, it's the same sound you'd get if you created a unit at a building, or research an upgrade; you must be able to hear it anywhere. Are we sure transmissions don't work? Is there anything else you know of that doesn't work? Is there a way to play a non-3d sound to a player? |
| 10-03-2002, 03:35 AM | #8 |
Transmissions DO work, just not to only one player :P Also send it to an unused comp or something. |
| 10-04-2002, 04:06 PM | #9 |
Guest | Well, I am using 12 players, so can I send it to "Player Group (Players Matching(Player (Number of (Transmission Player)) == Matching Player or Player Controller(Player (Number of (Matching Player)) == Computer)"? Should it be Neutral Hostile, even though I'm not actually using and Neutral Hositles? Any idea WHY you have to send it to more than 1? |
| 10-04-2002, 04:10 PM | #10 |
MagRoader! A FFIII reference! Oh, joyous day. :D |
| 10-04-2002, 04:49 PM | #11 |
Mag Roaders were enemies that you fought in final fantasy III during the escape from the materia factory right? FFIII was the best rpg ever! That was before the world turned upside down right? Freakin kefka! you rat bastage! Mag, it sounds like you are making things too complicated, so you are saying that you have 12 human controlled (user) players? in that case you might need to re-evaluate your design, can you tell us what your map setup is? Do you have any forces set up? How large are they? I think that the cinematics in multiplayer were sort of a hack on blizzards part, its like it was a last minute change, so thats why we have so many synch issues. |
| 10-04-2002, 06:02 PM | #12 |
Guest | I had this same EXACT problem recently on a new mod I'm making. The only thing I could think of that was causing this was where I had one trigger pan the camera of the owner of the entering unit over 0.1 seconds to a certain region. When I removed the pan nobody dropped. Up until then everybody stayed in the game until the first pan. Weird. If anybody has an explanation I'd be happy to hear it. Thanks. |
| 10-04-2002, 06:35 PM | #13 |
Guest | The map is a game, up to 12 players. Each player has an equal footing and an equal chance to win. It's nothing like hero arena, but if you think of hero arena but as a Free-For-All, you'll get the idea for how it's set up. There are no forces or alliances... in fact, you can't ally. The map turns off all alliances and locks the settings. Are we saying that special Cameras for 1 player only, as well as Transmissions for 1 player only, will desynch players?! Crap ap appity ap! Is there a way around this? I've been MagRoader for years, on Bnet and email and AIM and everything. If you use Gau in the Veldt you will find that there are 4 different types of Mag Roaders in the game, using 2 different models and 2 color schemes for each model. |
| 11-09-2002, 07:50 AM | #14 |
I got a transmission going to a unit group variable made up 5 guys, and it still desyncs, could it be, if you use a transmission outside of cinematic mode? |
| 11-09-2002, 10:05 AM | #15 |
Anyone played elemental td? It makes me lag out ALL the time.:bgrun: |
