Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Desync At Map Start
Desync At Map Start
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Jun 13 2010, 10:17 pm
By: Warlord_Master  

Jun 13 2010, 10:17 pm Warlord_Master Post #1



My Map 50% of time drops a player from the game at start. Random players regardless of position. I only have 5 EUD triggers

Trigger("Sniper"){
Conditions:
Memory(12723, Exactly, 16777216);
Bring("All players", "Power Generator", "Gateway Disable 1 Scarab", At least, 1);
Switch("Level 2", set);

Actions:
Minimap Ping("Gateway Disable 1 Scarab");
Preserve Trigger();
Comment("Gateway 1");
}

//-----------------------------------------------------------------//

Trigger("Sniper"){
Conditions:
Memory(12723, Exactly, 16777216);
Bring("All players", "Power Generator", "Gateway Disable 2", At least, 1);
Switch("Level 2", set);

Actions:
Minimap Ping("Gateway Disable 2");
Preserve Trigger();
Comment("Gateway 2");
}

//-----------------------------------------------------------------//

Trigger("Sniper"){
Conditions:
Memory(12723, Exactly, 16777216);
Bring("All players", "Power Generator", "Gateway Disable 3", At least, 1);
Switch("Level 2", set);

Actions:
Minimap Ping("Gateway Disable 3");
Preserve Trigger();
Comment("Gateway 3");
}

//-----------------------------------------------------------------//
Trigger("Sniper"){
Conditions:
Memory(12723, Exactly, 16777216);
Bring("All players", "Terran Machine Shop", "Add On", At least, 1);
Switch("level 5", set);

Actions:
Minimap Ping("Add On");
Preserve Trigger();
Comment("Add On Ping");
}
Trigger("Sniper"){
Conditions:
Memory(12723, Exactly, 16777216);
Switch("level 8", set);

Actions:
Minimap Ping("Key For Trojan");
Preserve Trigger();
Comment("ULTRALISK PING LEVEL 8");
}

//-----------------------------------------------------------------//

Attachments:
Sniper Warlord.scx
Hits: 1 Size: 945.21kb

Post has been edited 1 time(s), last time on Jun 13 2010, 10:23 pm by Warlord_Master.



None.

Jun 13 2010, 11:53 pm Heinermann Post #2

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

This is just my take, but I think executing triggers that only run for a single player can disrupt trigger flow and eventually desync.
Either that, or Minimap ping is accessing some type of randomizer (the last random number is used to synchronize the game).




Jun 14 2010, 12:24 am Warlord_Master Post #3



the mini map pings dont take effect until later on in the game.... at start of game, you can select easy normal or hard, it drops even if you do nothing and i dont believe i added triggers that run for players until the game starts unless you mean the computer is disrupting the trigger flow



None.

Jun 14 2010, 12:42 am Azrael Post #4



I would look through your triggers if you didn't comment all of them. Get a tester to help you, and try deleting your EUD triggers and see if it still causes desync. If it does, try deleting all the units on the map and see if it continues. If there is still desync, start deleting triggers a handful at a time until it stops, then you know what's causing it.

Your best bet in solving the problem is being sure of what's causing it.




Jun 14 2010, 1:19 am Warlord_Master Post #5



im unable to verify because it does not always happen, it happens consecutively and then stops.. I was in channel op sen with Aristocrat, Tikels, Sacrieur and the drops happen each game i was with them, 3-4 times. I Host in public, the last 10 games no drops...................................



None.

Jun 14 2010, 2:05 am Sacrieur Post #6

Still Napping

We told him to post it here because testing gave us no real basis for a diagnosis, other than that it is random.

But yeah, you're going to have to start deleting triggers.



None.

Jun 14 2010, 5:17 am Warlord_Master Post #7



my mission briefing occasionally freezes, is that related or is that a seperate issue from the one im having?
8% of time mission brief freezes in public game........ how do i know if i found the problem by deleting triggers if the drop is random?
an example is if one game somebody drops, the game following somebody usually drops again and again. i dont understand random consecutive drops..

Post has been edited 2 time(s), last time on Jun 14 2010, 5:53 am by Warlord_Master.



None.

Jun 14 2010, 9:15 am NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Maybe SENners are doing something different from pubs. Tell them to deactivate hacks and loaders and try again.
Or it's a user action. For example units with 0 build time can drop, but don't necessarily do so every time.




Jun 14 2010, 6:31 pm CecilSunkure Post #9



In my experiences, random drops like this can occur from something with screen position over specific terrain. In one map I created that was an impossible scenarios map, when the screen centered over a specific patch of terrain in a certain position, players would drop. I found this out after hunting for the problem for a while. I nulled out that terrain, and remade it by hand, and the drops ceased to exist. So what I'm saying is that you should try and take note of screen position when people drop, if possible. I was able to do this because people would drop around a specific level.



None.

Jun 17 2010, 3:21 am Warlord_Master Post #10



I eventually found a post on staredit with a similar question to mine: http://www.staredit.net/topic/9791/
At start of game, i had a bunker enter ai script and dropship enter ai script. I delayed the bunker enter ai script and people still dropped. Then maybe i thought the dropship somehow caused desync so I delayed the dropship enter ai script and now I have tested over 60 games perfectly
so sometimes the dropship/bunker can cause desync....



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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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