| 06-09-2005, 04:51 PM | #1 |
Can anybody tell me which function cause server split, or give me a link to a page with the info, because i have checked my script and there is no getplayer...(), so unless the advance script causes it...i'm a little doomed at getting rid of it (this is 1st map using advance triggers and now i have server split :|) The map is a TD the normal split is at level 4, the air level |
| 06-09-2005, 07:04 PM | #2 |
do you have triggers for each level?? or do the air units have some weird settings, or maybe there isnt any pathable air... or... maybe you used neutral hostile for the air units... I've had problems with neutral hostile units causing server splits before. |
| 06-10-2005, 04:23 AM | #3 |
its not 100% known what causes server split. i know allot about this (i even made a map (with ALLOT of work) that always splits the game into 2 seperate games.) avoid high valuse dont use local player (unless you REALLY know what your doing) avoid doing wierd things (infinate loops, giving gold to a non-existent player, makeing a player unally himself, placeing units beyond the "playable" map bounds, stacking starting locations) |
| 06-10-2005, 07:07 AM | #4 |
@toot i used array's (becoz i can and they are easy) so 1 trigger for all levels I used air but its level 4 it crashes on that is air, and I don't understand pathing, could u give me a link to somewhere it is explained @Earth-Fury Could you please tell me (so i dont have to go thru my code) if: Player - Slot Status is GetLocalPlayer(), if so i will have to get round that Thanks guys Help is appreciated |
| 06-10-2005, 08:49 AM | #5 |
No, GetLocalPlayer() is not slot status, it's a player function not avaliable in GUI. You can only use it in custom scripts, if you don't, then that's not your problem. For pathing, just press P in the main editor window and you'll see the map's pathing map. |
| 06-10-2005, 08:52 AM | #6 |
i do use some custom scripts :P anyway yeah i checked it now, no server split any more thanks guys |
