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depression depression & all players being disconected during game

08-31-2006, 11:11 PM#1
Fr0zenLord
... :(!:(! some how all players get d/c after about 5 minutes, and after about 20, the host gets d/c, I didnt I just left:( anyone know what can cause that?
Also, On Ice some players "Slide" some dont

Slippery ice works for all, normal ice works for some, dark ice works I think
Anyone know why? below is me setting units into array, then slippery ice, then ice

Trigger:
Map Initizilation
Collapse Events
Map initialization
Conditions
Collapse Actions
Set AAUnit[2] = Fr0zen Escaper 0028 <gen>
Set AAUnit[3] = Fr0zen Escaper 0029 <gen>
Set AAUnit[4] = Fr0zen Escaper 0030 <gen>
Set AAUnit[5] = Fr0zen Escaper 0031 <gen>
Set AAUnit[6] = Fr0zen Escaper 0032 <gen>
Set AAUnit[7] = Fr0zen Escaper 0033 <gen>
Set AAUnit[8] = Fr0zen Escaper 0034 <gen>
Set AAUnit[9] = Fr0zen Escaper 0036 <gen>
Set AAUnit[10] = Fr0zen Escaper 0037 <gen>
Set AAUnit[11] = Fr0zen Escaper 0038 <gen>
Set AAUnit[12] = Fr0zen Escaper 0039 <gen>
Set ReviveCircleArray[1] = Revive Circle 0002 <gen>
Set Temp_Unit_Copy = Fr0zen Escaper 0028 <gen>
Custom script: call DestroyTrigger( GetTriggeringTrigger() )


Ok, thats that

Now is my "slipery ice trigger"

Trigger:
Slippery Ice
Collapse Events
Time - Every 0.03 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 2 to 12, do (Actions)
Collapse Loop - Actions
Set AAAAALOCATIONVARI = (Position of AAUnit[(Integer A)])
Set AAAAALOCATIONVARI_Copy = (Position of AAUnit[(Integer A)])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((AAUnit[(Integer A)] is Mechanical) Equal to True) or ((AAUnit[(Integer A)] is An Ancient) Equal to True)
(Terrain type at AAAAALOCATIONVARI) Equal to Icecrown Glacier - Black Bricks
(AAUnit[(Integer A)] is alive) Equal to True
Collapse Then - Actions
Set AAAAALOCATIONVARI_Copy_2 = (AAAAALOCATIONVARI_Copy offset by 39.00 towards (Facing of AAUnit[(Integer A)]) degrees)
Unit - Move AAUnit[(Integer A)] instantly to AAAAALOCATIONVARI_Copy_2
Collapse Else - Actions
Custom script: call RemoveLocation(udg_AAAAALOCATIONVARI)
Custom script: call RemoveLocation(udg_AAAAALOCATIONVARI_Copy)
Custom script: call RemoveLocation(udg_AAAAALOCATIONVARI_Copy_2)
Do nothing

Yep, slippery ice works...
ICE DOESNT below

is ice
Trigger:
Ice Move
Collapse Events
Time - Every 0.03 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 2 to 12, do (Actions)
Collapse Loop - Actions
Set A_A_A = (Position of AAUnit[(Integer A)])
Set A_A_A_Copy = (Position of AAUnit[(Integer A)])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(AAUnit[(Integer A)] is alive) Equal to True
((AAUnit[(Integer A)] is An Ancient) Equal to True) or ((AAUnit[(Integer A)] is Mechanical) Equal to True)
(Terrain type at A_A_A) Equal to Icecrown Glacier - Ice
Collapse Then - Actions
Set A_A_A_Copy_2 = (A_A_A_Copy offset by 13.00 towards (Facing of AAUnit[(Integer A)]) degrees)
Unit - Move AAUnit[(Integer A)] instantly to A_A_A_Copy_2
Custom script: call RemoveLocation(udg_A_A_A_Copy)
Custom script: call RemoveLocation(udg_A_A_A_Copy_2)
Custom script: call RemoveLocation(udg_A_A_A)
Collapse Else - Actions
Do nothing

But more importantly I need to know why all ppl in my game get d/ced anyone know? do I need to post all triggers or something?


MY TRIGGERS ---

Trigger:
Combat Off
Collapse Events
Player - Player 1 (Red) Presses the Down Arrow key
Collapse Conditions
Combatoff Less than or equal to 15
Collapse Actions
Set Combatoff = (Combatoff + 1)
Set Temp_Unit_Group1_Copy_29 = (Units of type Fr0zen Escaper)
Game - Display to (All players) for 30.00 seconds the text: ((Name of Player 1 (Red)) + has turned off battle mode!)
Collapse Unit Group - Pick every unit in Temp_Unit_Group1_Copy_29 and do (Actions)
Collapse Loop - Actions
Collapse Player Group - Pick every player in (All players) and do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Picked player) Not equal to Player 1 (Red)
Collapse Then - Actions
Player - Make (Picked player) treat Player 2 (Blue) as an Ally with shared vision
Player - Make (Picked player) treat Player 3 (Teal) as an Ally with shared vision
Player - Make (Picked player) treat Player 4 (Purple) as an Ally with shared vision
Player - Make (Picked player) treat Player 6 (Orange) as an Ally with shared vision
Player - Make (Picked player) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make (Picked player) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make (Picked player) treat Player 12 (Brown) as an Ally with shared vision
Player - Make (Picked player) treat Player 9 (Gray) as an Ally with shared vision
Player - Make (Picked player) treat Player 8 (Pink) as an Ally with shared vision
Player - Make (Picked player) treat Player 7 (Green) as an Ally with shared vision
Player - Make (Picked player) treat Player 5 (Yellow) as an Ally with shared vision
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Collapse Then - Actions
Unit - Remove classification of An Ancient from (Picked unit)
Custom script: call DestroyGroup(udg_Temp_Unit_Group1_Copy_29)
Trigger - Turn on Combat On <gen>
Trigger - Turn off (This trigger)
Collapse Else - Actions
Do nothing
Collapse Else - Actions
Do nothing
Trigger:
Combat On
Collapse Events
Player - Player 1 (Red) skips a cinematic sequence
Collapse Conditions
Combaton Less than or equal to 15
Collapse Actions
Set Combaton = (Combaton + 1)
Set Temp_Unit_Group1_Copy_30 = (Units of type Fr0zen Escaper)
Game - Display to (All players) for 30.00 seconds the text: ((Name of Player 1 (Red)) + has turned on battle mode!)
Collapse Unit Group - Pick every unit in Temp_Unit_Group1_Copy_30 and do (Actions)
Collapse Loop - Actions
Unit - Add classification of An Ancient to (Picked unit)
Collapse Player Group - Pick every player in (All players) and do (Actions)
Collapse Loop - Actions
Player - Make (Picked player) treat Player 2 (Blue) as an Enemy with shared vision
Player - Make (Picked player) treat Player 3 (Teal) as an Enemy with shared vision
Player - Make (Picked player) treat Player 4 (Purple) as an Enemy with shared vision
Player - Make (Picked player) treat Player 5 (Yellow) as an Enemy with shared vision
Player - Make (Picked player) treat Player 6 (Orange) as an Enemy with shared vision
Player - Make (Picked player) treat Player 7 (Green) as an Enemy with shared vision
Player - Make (Picked player) treat Player 8 (Pink) as an Enemy with shared vision
Player - Make (Picked player) treat Player 9 (Gray) as an Enemy with shared vision
Player - Make (Picked player) treat Player 10 (Light Blue) as an Enemy with shared vision
Player - Make (Picked player) treat Player 11 (Dark Green) as an Enemy with shared vision
Player - Make (Picked player) treat Player 12 (Brown) as an Enemy with shared vision
Custom script: call DestroyGroup(udg_Temp_Unit_Group1_Copy_30)
Trigger - Turn on Combat Off <gen>
Trigger - Turn off (This trigger)

Trigger:
RD flame peng
Collapse Events
Time - Every 5.00 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to (Number of living Flame Wanderer units owned by Player 1 (Red)), do (Actions)
Collapse Loop - Actions
Set L_Copy_13 = (Position of Penguins[(Number of living Flame Wanderer units owned by Player 1 (Red))])
Set L_Copy_14 = (Position of Apenguinattractor[1])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Collapse And - All (Conditions) are true
Collapse Conditions
(Terrain type at L_Copy_13) Not equal to Black Citadel - Light Dirt
Collapse Then - Actions
Unit - Order Penguins[(Integer A)] to Move To (L_Copy_14 offset by (Random real number between 1.00 and (Real((String(ValueforPenguinDistance))))) towards (Random real number between 1.00 and 360.00) degrees)
Collapse Else - Actions
Custom script: call RemoveLocation(udg_L_Copy_14)
Custom script: call RemoveLocation(udg_L_Copy_13)
Do nothing

Trigger:
SD flame peng
Collapse Events
Player - Player 1 (Red) types a chat message containing u as An exact match
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to (Number of living Flame Wanderer units owned by Player 1 (Red)), do (Actions)
Collapse Loop - Actions
Set L_2_Copy = (Position of Penguins[(Number of living Flame Wanderer units owned by Player 1 (Red))])
Set L_2_Copy_2 = (Position of Apenguinattractor[1])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Collapse And - All (Conditions) are true
Collapse Conditions
(Terrain type at L_2_Copy) Not equal to Outland - Flat Stones
Collapse Then - Actions
Unit - Order Penguins[(Integer A)] to Move To (L_2_Copy_2 offset by (Real((String(ValueforPenguinDistance)))) towards (Random real number between 1.00 and 360.00) degrees)
Custom script: call RemoveLocation(udg_L_Copy_13)
Collapse Else - Actions
Do nothing

Trigger:
wispwheel1 rotate self flame peng
Collapse Events
Time - Every 0.25 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to (Number of living Flame Wanderer units owned by Player 1 (Red)), do (Actions)
Collapse Loop - Actions
Set value360 = (value360 - minusvalue)
Set L_2_Copy_5 = (Position of Penguins[(Number of living Flame Wanderer units owned by Player 1 (Red))])
Set AAAAPOINT_Copy_3 = (Position of Penguins[(Integer A)])
Set L_2_Copy_6 = (Position of Apenguinattractor[1])
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
Collapse And - All (Conditions) are true
Collapse Conditions
(Terrain type at L_2_Copy_8) Not equal to Outland - Flat Stones
Collapse Then - Actions
Unit - Order Penguins[(Integer A)] to Move To (AAAAPOINT_Copy_3 offset by (Real((String(Offsetvalue)))) towards (Real((String(value360)))) degrees)
Custom script: call RemoveLocation(udg_L_2_Copy_6)
Custom script: call RemoveLocation(udg_L_2_Copy_8)
Custom script: call RemoveLocation(udg_L_2_Copy_5)
Custom script: call RemoveLocation(udg_AAAAPOINT_Copy_3)
Collapse Else - Actions
Do nothing
Trigger:
Mutating
Collapse Events
Time - Every (Random real number between 4.00 and 8.00) seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 1 to (Number of living Mutating Man units owned by Player 1 (Red)), do (Actions)
Collapse Loop - Actions
Unit - Set UnitMutatingMan[(Integer A)] movement speed to (Random real number between 25.00 and 600.00)

Trigger:
Tiles
Collapse Events
Player - Player 1 (Red) types a chat message containing destroy_all_terrain_please_777 as An exact match
Player - Player 1 (Red) types a chat message containing full_ice_please_777 as A substring
Player - Player 1 (Red) types a chat message containing full_slippery_ice_please_777 as A substring
Conditions
Collapse Actions
Wait 2.00 seconds
Environment - Change terrain type at (Center of Region 002 <gen>) to Icecrown Glacier - Rough Dirt using variation -1 in an area of size 2 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy 6 <gen>) to Icecrown Glacier - Rough Dirt using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy 5 <gen>) to Icecrown Glacier - Black Bricks using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy 4 <gen>) to Icecrown Glacier - Snow using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy 3 <gen>) to Icecrown Glacier - Black Squares using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Region 002 Copy 2 Copy <gen>) to Icecrown Glacier - Rune Bricks using variation -1 in an area of size 2 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy 7 <gen>) to Icecrown Glacier - Rune Bricks using variation -1 in an area of size 2 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy 7 <gen>) to Icecrown Glacier - Tiled Bricks using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Region 002 Copy 2 <gen>) to Icecrown Glacier - Tiled Bricks using variation -1 in an area of size 2 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy 2 <gen>) to Icecrown Glacier - Tiled Bricks using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Region 002 Copy 3 <gen>) to Icecrown Glacier - Ice using variation -1 in an area of size 2 and shape Square
Environment - Change terrain type at (Center of Rect 017 <gen>) to Icecrown Glacier - Ice using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Rect 006 Copy <gen>) to Icecrown Glacier - Dark Ice using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Region 002 Copy 4 <gen>) to Icecrown Glacier - Dark Ice using variation -1 in an area of size 2 and shape Square
Environment - Change terrain type at (Center of Region 002 Copy 5 <gen>) to Northrend - Rocky Snow using variation -1 in an area of size 2 and shape Square
Environment - Change terrain type at (Center of Rect 006 <gen>) to Northrend - Rocky Snow using variation -1 in an area of size 1 and shape Square
Environment - Change terrain type at (Center of Region 002 Copy <gen>) to Icecrown Glacier - Black Bricks using variation -1 in an area of size 2 and shape Square


Trigger:
Revive works
Collapse Events
Time - Every 0.50 seconds of game time
Conditions
Collapse Actions
Collapse For each (Integer A) from 2 to 12, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Unit-type of AAUnit[(Integer A)]) Equal to Fr0zen Escaper
Collapse Then - Actions
Hero - Instantly revive AAUnit[(Integer A)] at (Position of ReviveCircleArray[1]), Hide revival graphics
Collapse Else - Actions
Do nothing


Thats really it, apart from my ice... which I think caused it, but its already posted
08-31-2006, 11:26 PM#2
SentryIII
I don't see how any of those triggers would disconnect you from the game. If it happens 5 or 20 minutes into the game, post triggers that would run at that time.
08-31-2006, 11:56 PM#3
PipeDream
It looks like your triggers are not interconnected. Because of this you should be able to test by disabling half your triggers, playing a game, then disabling/undisabling either half until you find the one trigger that is responsible.

Just glancing over I would either bet that terrain type changes are asynchronous because of the TriggerSleepAction(2.) or the shared vision is mucking up.
09-01-2006, 12:06 AM#4
Fr0zenLord
Problematic that is, doesnt effect maker, doesnt effect me... and i cant host, and it doesnt happen in normal tests... so not much I can do lol:/