I'm working on an AoS type map and while testing it I go 1v1 because there is only 1 hero in the tavern on each side. Everytime they choose a hero from the tavern(or it might be instantly when the game starts) they get "Disconnected." Is there a trigger that would cause this, is the map protection causing this, or is there a trigger I need to add to 'init' the map?
thats something to do with your comp, to be disconnected is not a trigger fault (maybe a crack version of wc3 is being used) but if you mean disconnect as in losing then maybe you should look at your victory conditions and have tyou deleted the victory condions from the melle intialization. other than that i havn't a clue
Eziekiel_Ragethats something to do with your comp, to be disconnected is not a trigger fault (maybe a crack version of wc3 is being used)
I've hosted other maps and this doesn't happen.
Eziekiel_Ragebut if you mean disconnect as in losing then maybe you should look at your victory conditions and have tyou deleted the victory condions from the melle intialization. other than that i havn't a clue
I've already delete the melee initialization, but what do you mean by victory conditions, are those set somewhere?
Well, nothing there seems to fit my maps current trigger situation...and keep in mind that this is an AoS type map. Triggers
1)too many pereodic events with timer less than 0.10 sec -I have 2 periodic events, they occurs every 30 and 60 seconds
2)too many simultanious triggers are active(running) at the same time. -The only triggers that occur at the same time are the one for spawning, which both occur every 60 seconds and their movement which occurs when the created units reach a region.
3)Too slow host ^_^ -lol
4)my old "Battlefield " map have server split...i think that it's there because of a "custom Value" . Because when a lot of units die,same trigger runs a lot of times at once and search each custom value of dead unit .... -
5)Variables at Map Initialization with random point (i mean Z = random (1;10) ) -I only have a trigger that makes treed indistructable and displays text on Init
6)local triggers (i know your anwser about it icon_wink.gif ) - ? 7) Non-standart Jass using (same) i HOPE that anybody knows more than me about it. - I'm pretty sure i'm not using non-standard JASS.
Could the problem lie in the objects/terrain/map bounds/etc?
[edit]Not the terrain or w/e. The problem exists within this trigger
Events - Tavern1 Sells unit Tavern2 Sells unit
Conditions -
Actions -
1) Player Group - Pick every player in (All players) and do (Player - Limit training of Heroes to 0 for (Picked player))
2)If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True Then - Actions Camera - Pan camera as necessary for (Owner of (Sold unit)) to (Center of EdenHeroSpawn <gen>) over 0.50 seconds Unit - Move (Sold unit) instantly to (Center of EdenHeroSpawn <gen>) Else - Actions Camera - Pan camera as necessary for (Owner of (Sold unit)) to (Center of HellSpawn <gen>) over 0.50 seconds Unit - Move (Sold unit) instantly to (Center of HellSpawn <gen>)
3)Selection - Select (Sold unit) for (Owner of (Sold unit))
Check memory leaks and other stuff that might as well lag. Disconnections happen because of an enermous lag or it was the internet. Try LAN 1st, if its disconnects, mayb its the leaks or trigs. Otherwise, the host's internet(in Bnet) is lowsy, or the game joiners hav slow internet...