So at the start of my map, player(s) will desync/drop. If it's a full house game, it's always player 4, but it changes depending on how many ppl have joined. What could be causing this? Even without protection it still happens.
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EDIT:
I'm posting this in Null because I'm apparently suspended from SD for two years (I just noticed, lol
). Though technically Null, it'd be nice if people pretended that this was Light Discussion, just to keep spam out. I'll post my own views in a later post; if I posted them right now, it would fit under SD rules and a cruel person might move it to where I can't reach it.
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Post has been edited 2 time(s), last time on Jan 31 2010, 2:47 am by NudeRaider. Reason: merged posts
Not that I know of, does your map use EUDs, extended units/players or anything of that sort?
None.
No. I don't even use hyper triggers. The only extended thing I use are player colors.
EDIT:
Good News: I'm not entirely %100 certain this is always true, but after much testing I've found that if you try to run the ai script "load units into nearest bunker" as soon as the game starts, ppl will desync.
Post has been edited 1 time(s), last time on Jan 31 2010, 2:48 am by NudeRaider. Reason: merged posts
Really..? That's certainly a new idea, and I swear there've been plenty of maps that do that, well, hopefully you figure it out for certain.
None.
Are you using any units belonging to extended players? If so, that's referencing a buffer overflow - likely to drop mac users. Extended colors are also very likely to drop mac users, since that also references a buffer overflow. I tried using 65 in a map once and two of my friends who use macs desynced; it's a shame, since it was a really cool color, too.
None.
Extended players actually modify crap, so I can understand that dropping, but I don't think Extended colors will, they might look different between machines, but they're a client-side only thing, so it seems like they wouldn't drop, unless somehow the color picked caused crashes..
None.