| 07-07-2005, 12:55 PM | #1 |
I can't figure this out... for some reason when ever hero in my map dies the player owning that hero disconnects after the hero revives with my trigger... Ive been messing around with my revival trigger trying to fix it but i still have no luck... i believe my problem might be some where else... do you guys know anything that could cause this? |
| 07-07-2005, 02:40 PM | #2 |
that sound really wierd. Could you post the triggers so we can look through them? |
| 07-09-2005, 07:36 PM | #3 |
I think it might just be a bug.... i mean... no matter what kind of revival trigger i creat the player drops after his hero ressurects! the wierdest thing is that he doesnt drop if he manually ressurects his hero at an altar or w/e buildign with the hero rez ability. I have even tried ordering the building to rez the hero when he becomes rezable instead of using the action Hero ressurect... and the disconect still happens unless the hero is ressureceted manually O_O is this a HUGE BUG? i need help :( |
| 07-09-2005, 07:56 PM | #4 |
Well if that's the case just work around it by ordering the revival automatically, and making it not cost anything (Unless you want it to, of course). |
| 07-09-2005, 08:41 PM | #5 | |
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Yep. However if you really want to use your revival trigger, please post one of them so we can try to find out where this 'bug' lies. |
| 07-10-2005, 03:25 AM | #6 | |
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Right now im keeping the Revival "Manually"... This is an example of one of the revival triggers i have made: Event: Unit- A unit owned by player 1 (red) Dies Conditions: Triggering Player slot status Equal to Is playing Triggering unit is A Hero Equal to True Dying unit has an item of type Ankh of Reincarnation Equal to False Actions: Camera Pan Camera as necessary for Player 1 (red) to (Player 1 red Start Location) over 0.50 sec Hero - Instantly Revive (Dying junit at Player 1 (Red) Start location) the even could also be a unit becomes Revivable.... This trigger works for all my other maps i do not understand why it crashes players in this particular one... in addition, the crashes also happen in Lan games so i dont think its an infinite loop causing major lag for the player. In all my other triggers i never check for a hero that ressurects so i dont see why this trigger should "crash" with another. Also, every action in this trigger goes through and as soon as it ends and the hero is resurected the player lags for about 3 seconds and drops O_o any ideas? |
| 07-10-2005, 04:08 AM | #7 |
put a 1 second wait after panning the camera, maybe it's got problems there, other than that, everything seems fine. althught that location where you revive hero bothers me, start locations could have things on them like buildings so, I dunno. try reviving hero at position of any unit or any location other that start. and i also assume you use event for all players, not only red |
| 07-10-2005, 05:25 AM | #8 |
Try changing the Triggering Player condition to Owner Of Unit - Dying Unit, and try changin the Triggering Unit condition to Dying Unit. Another thing you can do to test where it actually disconnects is by putting a Skip Remaining Actions action at the top, then working it down 1 slot at a time untill it d/c's again, so you know which line is causing the problem. Another thing - I'm not sure if there's any reason to check for the ankh, I don't think they are ever considered dead if they have one. I could be wrong about that though, so try it out. |
| 07-10-2005, 11:07 AM | #9 |
Your problem is the "pan camera as neccesary" action, it desyncs. Use a different camera action. On a side note, there's no need to check for the ankh because if a unit has one, then the "unit dies" event doesn't trigger when the unit's hp drop below 0. The player comparison is also useless because you are using the event response "triggering player", which your event doesn't have. If anything, use "owner of (triggering unit)". Anyway, it's better you use the "hero becomes revivable" event, because there's about 5 seconds from the time a hero dies to the time it becomes revivable. |
