The problem is caused when a map tries to load data from a mod (music
for example) or from a bank right after the game has started. That's why
you have to always delay your map initialization.
The problem, I think, is that your initialization trigger is inside the
mod itself. You should only use the MapInit event in the published map,
not inside your mod. Try to replace your MapStart trigger into a
function.
Then add the following trigger to your map (not the mod):
There's a delay at the start already and I can't see how the rest will help, to be honest.
Also, with regards to mod data, I'm not sure about this. The popular US version of the map contains an old version of the mod that does not have ANY files in it. It still drops people like flies.
Hi, guys! I've got an interesting challenge for you all and I'll be eternally grateful to anyone who can rise up to the task.
The Challenge
I'm the author of Day9's Team Monobattles Mod. You might have played a Monobattle map before such as the "Extinction (Team Monobattles)" and the "Megaton (Team Monobattles)" maps on the EU and US Battle.net servers respectively. Anyway, a lot of players are requesting that I permanently fix a certain problem I have with the mod: that of players being dropped at the start.
I've literally spent hours trying to fix this problem; I introduced a clever loading mechanism to maybe pace out the initial loading of the map but it still does not work. In a few words, I've given up. But perhaps, someone here is much better than me at this and knows the solution.
Go and Hack Away
Go ahead, download the mod from http://www.sc2mapster.com/assets/monobattles/ and point out any flaws you think there might be. Most of the work is done using the Trigger Editor (in the "Day9's Team Monobattles Mod" library) but there are a few Data entries as well (although I do not think these are the problem).
If you do manage to propose a solution which works, I'll credit your name in the mod (next to my name) as well as allow you to put up your own Loading Screen for a whole month. The Monobattles maps are widely played so you could use this opportunity to promote your map or any other work of yours. To be eligible for this, I need a clear, working solution that completely eliminates this annoying "You have been dropped" bug. Also, since the Monobattles mod is an "open" work for everyone to learn from, I request that you post your submissions (including a modified mod file, if you think it necessary) below, on this thread.
This is a good idea but I feel like the criteria are a bit arbitrary. Depth, for example, is too general a term whereas Rewards seems to measure something too specific.
OH geez.... The only thing I could even think would be emailing
blizzard. But to be honest I dont think this is something they would do,
but it is worth a try.
I tried that already long ago. They told me they can't do that and that I should upload it using a different name.
Maybe I could try again though, just in case it gets in front of someone else.
Edit: Husky has been doing videos of these as well and I went as far as getting a Top Comment reminding people of the new version on one of them. But it still didn't work. :(
Over on the US Battle.net people are still playing the old version of the Monobattles mod (it's the popular one). It remained there from the time a helper uploaded the map for me when I didn't have a US account.
Now, this helper completely disappeared. So, I bought an account and uploaded the map with all the new features and cool stuff. But people still play the old version.
I'm using the "Rescue Unit Group" action to change the ownership of a group of units to another player. The problem is that the action seems to cancel the orders of all the being "rescued" (which is undesirable). Is there something I'm missing? How can I preserve the units' orders?
I have finally managed to upload a new version of the Day9's Team Monobattles Mod on the US Battle.net servers! Now, since I have lost contact with the original uploader (Arkeia) I'm afraid you will need to search for the updated version under a new name (and not use the one currently on the Custom Maps list). Search for the following maps by me (ie. Klishu) on Battle.net to ensure that you're always playing on the latest version of the Team Monobattles mod:
This should bring the mod up to date with the one currently available on the EU servers. New features that have been introduced in the last few months and that are now available on the US servers as well are:
- A fancy new UI for selecting your unit! The new UI even shows the units your allies are selecting during the initial selection phase.
- New rules for Medivacs and Warp Prisms!
- Three new unit selection game modes! These are "Random" (force the game to pick a random unit for each player), "Hidden" (hides the opposing team's unit selection) and "Classic" (only one team is affected by the Monobattle restriction; as seen in the original Funday Monday)!
- Awesome intro music!
- Nexus Energy Regeneration bug fix: Nexus doesn't gain energy while players are selecting their units.
- Mission time bug fix: The game time/clock starts at 0:00 as soon as everyone is ready and the game really begins.
I need your help to raise the new version to the upper echelons of the list (by making sure you click on "Open to Public" in the game lobby)! So, tell your friends, select your unit and kick some butt in Day9's Team Monobattles! For Map Makers
As usual, if you're a mapmaker, you can add "Day9's Team Monobattles Mod US" (which is the new name for the updated mod) as a dependency to your map to instantly turn it into a Team Monobattles! Feel free to download the mod and hack at it at your own leisure.
I did update the mod several times introducing the "Force Random" option and fancy new UI among other things. Unfortunately, uploading the mod on the US server proved difficult for 2 reasons:
1. You need to buy a second game.
2. The popular map is uploaded by Arkeia which means that, even if I upload the updated version, it will not replace the currently popular one.
I'm afraid Arkeia disappeared and I can't contact him again.
I found that periodic events caused disconnections during the loading
screen. I turned all periodic event triggers off in the editor then
turned them on in-game after 1 second. It seems to work ok now. Map
initiation triggers may also have been a problem like you said.
Woah, that sounds like things going out-of-sync, which is very strange
as it almost sounds like a SC2 bug.
For debugging, I would suggest to break your triggers into parts (with
waits between each), and print something on the screen before any
operation you are about to perform. This should allow you to figure
what's the last operation before going out of-sync.
My map constantly drops people right at the start of the game.
I've tried around 3 different "solutions" but none worked. I've heard it has to do with banks: well, I don't use banks. I've heard it has to do with bad triggering: well, I keep everything in one executing thread and I try to use as little global variables as possible. I've heard it has to do with a long map initialisation trigger: so I tried splitting the trigger into "essential" init and anything else is done 0.08 seconds after the game starts.
But people still drop! What's the problem?! Hasn't anyone solved this yet?
0
There's a delay at the start already and I can't see how the rest will help, to be honest.
Also, with regards to mod data, I'm not sure about this. The popular US version of the map contains an old version of the mod that does not have ANY files in it. It still drops people like flies.
0
First thing I did. Didn't do anything.
0
Hi, guys! I've got an interesting challenge for you all and I'll be eternally grateful to anyone who can rise up to the task.
The Challenge
I'm the author of Day9's Team Monobattles Mod. You might have played a Monobattle map before such as the "Extinction (Team Monobattles)" and the "Megaton (Team Monobattles)" maps on the EU and US Battle.net servers respectively. Anyway, a lot of players are requesting that I permanently fix a certain problem I have with the mod: that of players being dropped at the start.
I've literally spent hours trying to fix this problem; I introduced a clever loading mechanism to maybe pace out the initial loading of the map but it still does not work. In a few words, I've given up. But perhaps, someone here is much better than me at this and knows the solution.
Go and Hack Away
Go ahead, download the mod from http://www.sc2mapster.com/assets/monobattles/ and point out any flaws you think there might be. Most of the work is done using the Trigger Editor (in the "Day9's Team Monobattles Mod" library) but there are a few Data entries as well (although I do not think these are the problem).
If you do manage to propose a solution which works, I'll credit your name in the mod (next to my name) as well as allow you to put up your own Loading Screen for a whole month. The Monobattles maps are widely played so you could use this opportunity to promote your map or any other work of yours. To be eligible for this, I need a clear, working solution that completely eliminates this annoying "You have been dropped" bug. Also, since the Monobattles mod is an "open" work for everyone to learn from, I request that you post your submissions (including a modified mod file, if you think it necessary) below, on this thread.
I'll leave you guys to it. Thanks a lot! Enjoy!
0
This is a good idea but I feel like the criteria are a bit arbitrary. Depth, for example, is too general a term whereas Rewards seems to measure something too specific.
0
I tried that already long ago. They told me they can't do that and that I should upload it using a different name.
Maybe I could try again though, just in case it gets in front of someone else.
Edit: Husky has been doing videos of these as well and I went as far as getting a Top Comment reminding people of the new version on one of them. But it still didn't work. :(
0
Over on the US Battle.net people are still playing the old version of the Monobattles mod (it's the popular one). It remained there from the time a helper uploaded the map for me when I didn't have a US account.
Now, this helper completely disappeared. So, I bought an account and uploaded the map with all the new features and cool stuff. But people still play the old version.
Anyone has any suggestions on how to fix this?
0
I like Simplicity.
0
I'm using the "Rescue Unit Group" action to change the ownership of a group of units to another player. The problem is that the action seems to cancel the orders of all the being "rescued" (which is undesirable). Is there something I'm missing? How can I preserve the units' orders?
0
Uploaded new version on Battle.net US
I have finally managed to upload a new version of the Day9's Team Monobattles Mod on the US Battle.net servers! Now, since I have lost contact with the original uploader (Arkeia) I'm afraid you will need to search for the updated version under a new name (and not use the one currently on the Custom Maps list). Search for the following maps by me (ie. Klishu) on Battle.net to ensure that you're always playing on the latest version of the Team Monobattles mod:
Extinction (Team Monobattles US)
Megaton (Team Monobattles US)
Arakan Citadel (Team Monobattles US)
This should bring the mod up to date with the one currently available on the EU servers. New features that have been introduced in the last few months and that are now available on the US servers as well are:
- A fancy new UI for selecting your unit! The new UI even shows the units your allies are selecting during the initial selection phase.
- New rules for Medivacs and Warp Prisms!
- Three new unit selection game modes! These are "Random" (force the game to pick a random unit for each player), "Hidden" (hides the opposing team's unit selection) and "Classic" (only one team is affected by the Monobattle restriction; as seen in the original Funday Monday)!
- Awesome intro music!
- Nexus Energy Regeneration bug fix: Nexus doesn't gain energy while players are selecting their units.
- Mission time bug fix: The game time/clock starts at 0:00 as soon as everyone is ready and the game really begins.
I need your help to raise the new version to the upper echelons of the list (by making sure you click on "Open to Public" in the game lobby)! So, tell your friends, select your unit and kick some butt in Day9's Team Monobattles!
For Map Makers
As usual, if you're a mapmaker, you can add "Day9's Team Monobattles Mod US" (which is the new name for the updated mod) as a dependency to your map to instantly turn it into a Team Monobattles! Feel free to download the mod and hack at it at your own leisure.
Have fun and feel free to send me your comments!
0
Hi dangeruss69!
I did update the mod several times introducing the "Force Random" option and fancy new UI among other things. Unfortunately, uploading the mod on the US server proved difficult for 2 reasons:
1. You need to buy a second game.
2. The popular map is uploaded by Arkeia which means that, even if I upload the updated version, it will not replace the currently popular one.
I'm afraid Arkeia disappeared and I can't contact him again.
Klishu
0
That's how to make your maps popular, by the way.
0
Nope. I don't have any Period Event triggers. :(
0
That is not a bad idea actually.
0
My map constantly drops people right at the start of the game.
I've tried around 3 different "solutions" but none worked. I've heard it has to do with banks: well, I don't use banks. I've heard it has to do with bad triggering: well, I keep everything in one executing thread and I try to use as little global variables as possible. I've heard it has to do with a long map initialisation trigger: so I tried splitting the trigger into "essential" init and anything else is done 0.08 seconds after the game starts.
But people still drop! What's the problem?! Hasn't anyone solved this yet?
0
Can't you just write the path immediately into the Custom Script field? Don't see why you need a function for it.
would do the trick as well, no?