Oh my God, you found the source of the bug. I almost can't believe it :D
THANK YOU!!! If you happen to visit Warsaw or if we meet anywhere else by chance you're getting a vodka (or whatever else you drink) from me xD
How the hell did you figure out that it was the frame? Did you like run the map just in code, matrix style, or something?
Honestly, I have no idea why I had that frame up. I must have added it while adding other loading screen stuff cause it sounded cool or something :D
"BattleUI? Like Battle.net? Gee, can't go wrong with that, right?" xD Fuuuuuuuu... Those kinds of bugs are the worst.Tiny stuff that you think only adds a little particle there, a semi-colon there. Ends up crashing your stuff.
As for the Allied Commanders. Good thing it wasn't that cause I am actually using some stuff from there :D
Damn, what else can I say. I'll keep testing it out properly now. You saved my life xD Thanks again.
Ok, its almost 2 in the morning so some of this stuff might not be very clear. Here goes.
One thing that I noticed before trying out your checklist.
When I launch my published map through SC2, while the editor is still running in the background, the Editor spits out these error messages when the map causes the disconnection:
"[10/6/2017 11:52:38 PM] Warning: Battle.net connection is closing: You have been disconnected from Battle.net because another computer connected using your account. [10/6/2017 11:52:38 PM] Warning: Battle.net connection was lost"
^Another computer? What the actual ffffff?
Leaving that aside I started thinking about another thing.
The publishing of the map did require adding the "bnet/latest" Allied Commanders Dependency or it wouldn't publish. If I remember correctly, when I started making the map in like 2015 there were no Allied Commanders Dependencies and I'm pretty sure they got added to the Editor, along with their units, later. If I'm correct then I was using the local version of the Allied Commanders Dependency since then (but only the Void Campaign Dependency up until that point). So maybe that causes the issue? Some differences between the local Allied Commanders which I had to change to the Bnet „latest” one? The map does, however, play normally in the Editor even with the bnet/latest Allied Commanders dependency, which is weird. Maybe it loads the local one in the editor but the bnet one after publishing???
The map after I've made the necessary publishing changes (adding the bnetAllied Commanders dependency) does require me to sign in to my account in the editor. That only happened briefly before when Blizzard was changing things with SC2 that affected the editor (like patches or adding units and stuff). I'm getting the feeling that the disconnect issue lies somewhere in those damn dependencies.
Checklist progress:
Republishing → disconnect occurs
Removing custom dependencies/mods → Don't have any. Only have the Void campaign and Allied Commanders dependencies added to the map.
Removing initial triggers → disconnect occurs
Removing all triggers → disconnect occurs
Removing preplaced units → disconnect occurs
Removing abilities, effects, units, models actors and weapons from the Data editor → disconnect occurs but there are still data things, like behaviours, that I didn't remove
Removing imported assets → don't have any? You mean like wow/warcraft models and stuff like that, right?
Removing lobby variants → can you remove all of them? Aren't they required for the map publishing? Tried different combinations of those, no change, still disconnected.
Didn't do more for now since I feel like it might be a dependancy issue and I know very little about how they work in the editor and how that would translate to the published map. Also ... its late xD
Yeah, the disconnect happens each time after about 5 seconds. During those 5 seconds I can move around the map since the normal restrictions from my triggers do not apply. When I order my units around the don't react, the move order "ping" shows up, but that's it as if the action was frozen in time (the disconnect probably happens straight after the game launches but the disconnect pop-up kicks in a few seconds later, I guess.
During those 5 seconds I can quit the game. No score screen appears. SC2 seems to have lost connection to my account and I need to log in (although I'm still logged in in the blizzard app).
The replays are saved, but offcourse nothing happens in them. What is weird is that it seemed to me like even the replays caused the disconnect, since after quitting one, I wasn't signed out of SC2 but my Account was not signed in either (none of my commanders were unlocked etc.) - that looks like yet another variant of the disconnect.
Maybe its a basic trigger that all SC2 maps need to have that I didn't implement that causes a bug that just wouldn't pop-up in the Editor test?
I would really appreciate the help, couldn't find any related topic on the forum.
I got this bug after publishing my map (arcade map for 1 Player and several AI – currently published to Private for final testing).
The lobby seems to work fine, the loading screen works fine, the game loads fine but after loading, the initial trigger does not fire and it is needed for the initial intro to the game. This basically means that the map is unplayable.
After about 5-10 seconds I get a message → „Attempting to reconnect" (with a surrender option) -> game ends and I get disconnected/logged out from battle.net/Starcraft 2 but after quitting SC2 I can see that I am still connected to Battle.net (blizzard app).
The weird thing is, the whole map works fine in the editor (test document). The triggers fire without issues.
Is this some connectivity thing? Or maybe some options are not set-up? Or maybe I should add an additional trigger that specifies the initial Player? But then why does it work in the editor and why the weird disconnection?
Hi. I had this Marauder unit in my map that had a couple of different attacks that the player could switch between. Flame throwers and a machineguns. The attack animation was fine, the particles/models of the flames or the muzzle flashes were appearing just in front of both the Marauder's weapon barrels. Then I had this great idea to change the Marauder's model to the Black Ops Marauder model (from the Nova Campaign) that looks almost exactly the same as the merc marauder.
The problem is that now the flames and muzzle flashes appear a bit above the Marauder's weapons just as if he was firing upwards. Didn't change anything else except said model and the attack animation is stil the same, the marauder lifts both his hands as he used to except the particles do not appear correctly.
Ok, so now ... is there a way to make that unit respawn in one of those areas, but that he can't spawn in the same area that he was in when he died. So as an example: Super Dude Man explores a Cave, dies, gets respawned on a Beach or any other region, but not in the Cave. Then he explores the Beach and dies and gets respawned in one of the 8 locations (including the Cave now), but not on the Beach, etc.
Ok, so I have this unit in my map that gets revived after it dies (The trigger for the revive mechanic is in place and works) and I want to make it so that each time the unit is revived it is revived in one of 8 locations/Points randomly. How can I make a trigger for that?
Thanks :)
P.S.: I used Points for my revive mechanic, not buildings. Based on this
I tried changing the animations in the Required and Optional animations sections Narudek, but that didn't change anything in-game.
I added the left and right attack actors and "attached" them to the Marauder and that kinda helped - when he attacks he now sometimes does the double shot, but not all the time. The old animation is still connected somehow.
I checked the events like you said SoulFilcher, but I'm not sure which ones do what and I don't want to mess up the whole unit. Did you mean the Marauder attack actor events or Marauder actor events or something else?
Hi,
Here's the thing. I started making a map some time ago when Legacy of the Void wasn't out yet and used the Marauder unit for my map.
The Marauder at that time had an attack animation that fired rockets from one of his "fists" first and then from the other one. Now with the Marauder change in place for the Legacy of the Void multiplayer, the Marauder fires from both "fists" at the same time.
So basically, since my map was made earlier the Marauders in my map have the old animation, but I want them to have the new animation :P
How do I do that without having to redo the whole map/unit from scratch? Do I change the events somehow, the actors?
I managed to change the rockets being fired simultaniously by copying some stuff from the VoidMultiMod dependency, but the animation is still the same - he lifts one fist and then the other, so it looks silly when both rockets go out together.
0.965469613259669
Oh my God, you found the source of the bug. I almost can't believe it :D
THANK YOU!!! If you happen to visit Warsaw or if we meet anywhere else by chance you're getting a vodka (or whatever else you drink) from me xD
How the hell did you figure out that it was the frame? Did you like run the map just in code, matrix style, or something?
Honestly, I have no idea why I had that frame up. I must have added it while adding other loading screen stuff cause it sounded cool or something :D
"BattleUI? Like Battle.net? Gee, can't go wrong with that, right?" xD Fuuuuuuuu... Those kinds of bugs are the worst.Tiny stuff that you think only adds a little particle there, a semi-colon there. Ends up crashing your stuff.
As for the Allied Commanders. Good thing it wasn't that cause I am actually using some stuff from there :D
Damn, what else can I say. I'll keep testing it out properly now. You saved my life xD Thanks again.
0
Republishing → disconnect occurs
Removing custom dependencies/mods → Don't have any. Only have the Void campaign and Allied Commanders dependencies added to the map.
Removing initial triggers → disconnect occurs
Removing all triggers → disconnect occurs
Removing preplaced units → disconnect occurs
Removing abilities, effects, units, models actors and weapons from the Data editor → disconnect occurs but there are still data things, like behaviours, that I didn't remove
Removing imported assets → don't have any? You mean like wow/warcraft models and stuff like that, right?
Removing lobby variants → can you remove all of them? Aren't they required for the map publishing? Tried different combinations of those, no change, still disconnected.
Didn't do more for now since I feel like it might be a dependancy issue and I know very little about how they work in the editor and how that would translate to the published map. Also ... its late xD
0
The Replays do indeed stop at 0 seconds. I'll attach a link to one here and try out the options you listed.
Link:
http://s000.tinyupload.com/?file_id=007692375925104570
0
Thank you for the reply, Talv_.
Yeah, the disconnect happens each time after about 5 seconds. During those 5 seconds I can move around the map since the normal restrictions from my triggers do not apply. When I order my units around the don't react, the move order "ping" shows up, but that's it as if the action was frozen in time (the disconnect probably happens straight after the game launches but the disconnect pop-up kicks in a few seconds later, I guess.
During those 5 seconds I can quit the game. No score screen appears. SC2 seems to have lost connection to my account and I need to log in (although I'm still logged in in the blizzard app).
The replays are saved, but offcourse nothing happens in them. What is weird is that it seemed to me like even the replays caused the disconnect, since after quitting one, I wasn't signed out of SC2 but my Account was not signed in either (none of my commanders were unlocked etc.) - that looks like yet another variant of the disconnect.
Maybe its a basic trigger that all SC2 maps need to have that I didn't implement that causes a bug that just wouldn't pop-up in the Editor test?
0
Bump and adding the 3 first triggers in attachments. None of them launch when the map starts :/
I would really appreciate the help, even a hint, because I've spent like 2 years on this map and I'm totally clueless about this bug xD
0
I would really appreciate the help, couldn't find any related topic on the forum. I got this bug after publishing my map (arcade map for 1 Player and several AI – currently published to Private for final testing). The lobby seems to work fine, the loading screen works fine, the game loads fine but after loading, the initial trigger does not fire and it is needed for the initial intro to the game. This basically means that the map is unplayable. After about 5-10 seconds I get a message → „Attempting to reconnect" (with a surrender option) -> game ends and I get disconnected/logged out from battle.net/Starcraft 2 but after quitting SC2 I can see that I am still connected to Battle.net (blizzard app). The weird thing is, the whole map works fine in the editor (test document). The triggers fire without issues. Is this some connectivity thing? Or maybe some options are not set-up? Or maybe I should add an additional trigger that specifies the initial Player? But then why does it work in the editor and why the weird disconnection?
0
Hi. I had this Marauder unit in my map that had a couple of different attacks that the player could switch between. Flame throwers and a machineguns. The attack animation was fine, the particles/models of the flames or the muzzle flashes were appearing just in front of both the Marauder's weapon barrels. Then I had this great idea to change the Marauder's model to the Black Ops Marauder model (from the Nova Campaign) that looks almost exactly the same as the merc marauder.
The problem is that now the flames and muzzle flashes appear a bit above the Marauder's weapons just as if he was firing upwards. Didn't change anything else except said model and the attack animation is stil the same, the marauder lifts both his hands as he used to except the particles do not appear correctly.
Could anyone please help with this?
0
Nice! Thanks sh1ftsw1tf :)
0
Woohoo! It works :D Thanks Funky :)
Ok, so now ... is there a way to make that unit respawn in one of those areas, but that he can't spawn in the same area that he was in when he died. So as an example: Super Dude Man explores a Cave, dies, gets respawned on a Beach or any other region, but not in the Cave. Then he explores the Beach and dies and gets respawned in one of the 8 locations (including the Cave now), but not on the Beach, etc.
0
Ok, so I have this unit in my map that gets revived after it dies (The trigger for the revive mechanic is in place and works) and I want to make it so that each time the unit is revived it is revived in one of 8 locations/Points randomly. How can I make a trigger for that?
Thanks :)
P.S.: I used Points for my revive mechanic, not buildings. Based on this
0
Thanks for the replies :)
I tried changing the animations in the Required and Optional animations sections Narudek, but that didn't change anything in-game.
I added the left and right attack actors and "attached" them to the Marauder and that kinda helped - when he attacks he now sometimes does the double shot, but not all the time. The old animation is still connected somehow.
I checked the events like you said SoulFilcher, but I'm not sure which ones do what and I don't want to mess up the whole unit. Did you mean the Marauder attack actor events or Marauder actor events or something else?
0
Hi, Here's the thing. I started making a map some time ago when Legacy of the Void wasn't out yet and used the Marauder unit for my map. The Marauder at that time had an attack animation that fired rockets from one of his "fists" first and then from the other one. Now with the Marauder change in place for the Legacy of the Void multiplayer, the Marauder fires from both "fists" at the same time.
So basically, since my map was made earlier the Marauders in my map have the old animation, but I want them to have the new animation :P How do I do that without having to redo the whole map/unit from scratch? Do I change the events somehow, the actors? I managed to change the rockets being fired simultaniously by copying some stuff from the VoidMultiMod dependency, but the animation is still the same - he lifts one fist and then the other, so it looks silly when both rockets go out together.
Please help :P