Helloow X_X
FIXED?: The Sync Error was caused by to many Fire Events. Haveing everything active from the beginning even though 70% of it will never meet the condition works without Sync Errors. That's all the difference.
Also people are not allowed more than 9 letters in name o_o
---> NOOO; Still random sync errors with random people even with short names. WTF.
I finished (and uploaded) my map. Sadly the first try playing it in multiplayer caused a sync error. Since I haven't played it in multiplayer before I dont have any earlier versions of which I'd know it would be working.
The intro cinematic worked fine, though with a 5 seconds delay. After that when the hero choosing should be happening the game crashed with the sync error.
- Loops: I have only one loop checking every 3 seconds (or so) if the heroes should level up or kill off some units if they should be in a specific area (lampade converted gaia units which should not block a tiny passage, though I couldn't just solve it with a lifespan since I need that units to be gaia on other spots of the map).
- Run immediate: Diplomacy (I believe) & Player kill all god powers are in one immediate-trigger.
- I use a lot of conditions/effects for very specific tasks. I will post them beyond, though they all work fine in singleplayer/singleplayer-LAN.[Army Validatorss not used this time]
Most of them just combine conditions/effects which are known to work well into one comfortable condition/effect. Like "Arc Fire Events" is 6 consecutive "Fire Event"-Effects, of which on some occasions like the 3rd parameter is still "None" while others are used.
- I have 32 QVars of which most are set in the beginning to the value 0 for initiation, some to other values.
- Filename is called LongRoadNorth_v01 .. anything wrong with that?
I cant try out if the problem is solved on my own, so I would need help for debugging.
The file is uploaded there:http://aom.heavengames.com/downloads/showfile.php?fileid=11262
FIXED?: Renameing a sentinel base was not a good idea. Things without names being renamed cause crashes. Uhm, still errorous.
FIXED?: The Sync Error was caused by to many Fire Events. Haveing everything active from the beginning even though 70% of it will never meet the condition works without Sync Errors. That's all the difference.
Also people are not allowed more than 9 letters in name o_o
--->
I finished (and uploaded) my map. Sadly the first try playing it in multiplayer caused a sync error. Since I haven't played it in multiplayer before I dont have any earlier versions of which I'd know it would be working.
The intro cinematic worked fine, though with a 5 seconds delay. After that when the hero choosing should be happening the game crashed with the sync error.
- Loops: I have only one loop checking every 3 seconds (or so) if the heroes should level up or kill off some units if they should be in a specific area (lampade converted gaia units which should not block a tiny passage, though I couldn't just solve it with a lifespan since I need that units to be gaia on other spots of the map).
- Run immediate: Diplomacy (I believe) & Player kill all god powers are in one immediate-trigger.
- I use a lot of conditions/effects for very specific tasks. I will post them beyond, though they all work fine in singleplayer/singleplayer-LAN.
Most of them just combine conditions/effects which are known to work well into one comfortable condition/effect. Like "Arc Fire Events" is 6 consecutive "Fire Event"-Effects, of which on some occasions like the 3rd parameter is still "None" while others are used.
- I have 32 QVars of which most are set in the beginning to the value 0 for initiation, some to other values.
- Filename is called LongRoadNorth_v01 .. anything wrong with that?
I cant try out if the problem is solved on my own, so I would need help for debugging.
The file is uploaded there:
FIXED?: Renameing a sentinel base was not a good idea. Things without names being renamed cause crashes. Uhm, still errorous.
<?xml version = "1.0"?>
<trigger version="2">
<!-- Lewonas' Army Validator & Lilitus Arc Triggers -->
<Conditions>
<Condition name="Army is not valid - QV">
<Param name="SrcArmy" dispName="$$22348$$Army" varType="group"> 0,0< /Param>
<Param name="ArmyName" dispName="Army name" varType="string"> < /Param>
<Param name="PlayerID" dispName="Player" varType="string"> 1< /Param>
<Param name="Nr" dispName="Number" varType="string"> 1< /Param>
<Command> for(criterion=0;> 1){}< /Command>
<Command> for(sourceProtounitID=0;> 1){}< /Command>
<Command> sourceProtounitID=1*trQuestVarGet("AVP%PlayerID%U");< /Command>
<Command> if(trPlayerUnitCountSpecific(%PlayerID%, kbGetProtoUnitName(sourceProtounitID))> =%Nr%) {< /Command>
<Command> trArmySelect("%SrcArmy%");< /Command>
<Command> xsSetContextPlayer(%PlayerID%);< /Command>
<Command> for(armyID=0;> 1){}< /Command>
<Command> armyID=kbArmyGetID("%ArmyName%");< /Command>
<Command> for(unitsInArmy=0;> 1){}< /Command>
<Command> for(targetProtounitID=0;> 1){}< /Command>
<Command> for(targetUnitID=0;> 1){}< /Command>
<Command> for(foundProtounits=0;> 1){}< /Command>
<Command> unitsInArmy=kbArmyGetNumberUnits(armyID);< /Command>
<Command> for(cUnitIndex=unitsInArmy-1;> =0) {< /Command>
<Command> targetUnitID=kbArmyGetUnitID(armyID, cUnitIndex);< /Command>
<Command> targetProtounitID=kbGetUnitBaseTypeID(targetUnitID);< /Command>
<Command> if(targetProtounitID == sourceProtounitID) foundProtounits = foundProtounits + 1;< /Command>
<Command> }< /Command>
<Command> if(%Nr% > foundProtounits) criterion = 1;< /Command>
<Command> }< /Command>
<Expression> criterion == 1< /Expression>
</Condition>
<Condition name="Arc Player Free Pop">
<Param name="PlayerID" dispName="PlayersFreePop" VarType="player"> 1< /Param>
<Param name="Op" dispName="Operator" VarType="operator"> ==< /Param>
<Param name="Count" dispName="Number" VarType="long"> 1< /Param>
<Command> xsSetContextPlayer(%PlayerID%);< /Command>
<Expression> (kbGetPopCap() - kbGetPop()) %Op% %Count%< /Expression>
</Condition>
<Condition name="Arc Hero In Area By Type">
<Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit"> default< /Param>
<Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit"> Villager< /Param>
<Param name="Dist" dispName="$$22303$$Radius" VarType="float"> 10< /Param>
<Command> for(criterion=0;> 1){}< /Command>
<Command> if(trCountUnitsInArea("%DstObject%",1,"%ProtoName%",%Dist%) == 1)criterion=1;< /Command>
<Command> if(trCountUnitsInArea("%DstObject%",2,"%ProtoName%",%Dist%) == 1)criterion=1;< /Command>
<Command> if(trCountUnitsInArea("%DstObject%",3,"%ProtoName%",%Dist%) == 1)criterion=1;< /Command>
<Expression> criterion == 1< /Expression>
</Condition>
<Condition name="Arc Hero Area Type QVAR">
<Param name="DstObject" dispName="$$22300$$Center Unit" VarType="unit"> default< /Param>
<Param name="ProtoName" dispName="Hero in Area" varType="protounit"> Villager< /Param>
<Param name="Dist" dispName="$$22303$$Radius" VarType="float"> 10< /Param>
<Param name="QuestVar" dispName="True QVAR" varType="string"> CurseP< /Param>
<Command> for(criterion=0;> 1){}< /Command>
<Command> if(trCountUnitsInArea("%DstObject%",1,"%ProtoName%",%Dist%) == 1)if(trQuestVarGet("%QuestVar%1")==1)criterion=1;< /Command>
<Command> if(trCountUnitsInArea("%DstObject%",2,"%ProtoName%",%Dist%) == 1)if(trQuestVarGet("%QuestVar%2")==1)criterion=1;< /Command>
<Command> if(trCountUnitsInArea("%DstObject%",3,"%ProtoName%",%Dist%) == 1)if(trQuestVarGet("%QuestVar%3")==1)criterion=1;< /Command>
<Expression> criterion == 1< /Expression>
</Condition>
<Condition name="Arc HeroNum is Cursed">
<Param name="HeroNum" dispName="Hero Number" varType="float"> 1< /Param>
<Param name="QuestVar" dispName="True QVAR" varType="string"> CurseP< /Param>
<Command> for(criterion=0;> 1){}< /Command>
<Command> if(trQuestVarGet("HeroChoicePlayer1")==%HeroNum%)if(trQuestVarGet("%QuestVar%1")==1)criterion=1;< /Command>
<Command>