這是我各站找來的資料,
裡面有很多重覆的。不知道還有沒有可以補完的部份?
[campaign]
1. I had a problem with a TD I was making but I found that it DOESN'T MATTER! what the HP or mana is, it's the damage number of die that matters,, if it's above 15 or so the game will split every time,, raise your base damage up, and lower the number of die to below 15 and you should never have another problem with the server splitting.
"攻擊力骰子多於十五個"
2. Some said Giving gold to a single absent player gave server split
I take it the same would happen if i gave gold to multiple absent players in a loop yeah?
I'll try and fix my map with it
給不在場的玩家錢
以下是Telperion的發言:他說他沒有以下問題但地圖仍出錯)
3. Very high hitpoint units
過高的HP
4. Very high "Attack - Number of Dice" values
過高的骰子數(同上)
5. Improper use of GetLocalPlayer (not in the editor interface for this reason)
不正常地Local玩家
6.Changing the game speed at runtime
遊戲中改變遊戲速度
7. Using the regular DisplayText function do display text to a single player
傳訊給單一玩家
8. Sending a quest message to a single player
給單一玩家任務訊息
9. Turning Cinematic or Letterbox Mode on for only one player
打開單一玩家的電影模式
10.Giving gold to a single absent player
給單一不在場的玩家錢
11.Changing the sound set of some types of units to None
把某些特定單位的聲音設成無聲(which?)
[蜘蛛家]
Server split:
1)too many pereodic events with timer less than 0.10 sec
太多每<0.1秒的觸發事件
2)too many simultanious triggers are active(running) at the same time.
太多同時作用的觸發
3)Too slow host ^_^
主機太慢
4)my old "Battlefield " map have server split...i think that it's there because of a "custom Value" .
Because when a lot of units die,same trigger runs a lot of times at once and search each custom value of dead unit ....
太頻繁抓單位的Custom value
5)Variables at Map Initialization with random point
(i mean Z = random (1;10) )
"地圖初始化時使用隨機點變數"? 看不懂,跟我無關
6)local triggers (i know your anwser about it )
get local的觸發
7) Non-standart Jass using (same)
不標準的JASS碼
are you going to be using this map on b.net? if not then you could just use two seperate maps and connect them with the campaign thing. using the cache to store hero info and stuff
在b.net的多人連線遊戲使用cache記錄英雄
you might have too many doodads on your map. this can sometimes cause a server split in your game. this can come from constantly spawning new doodads in gameplay without removing older ones. Also having too many items or neutral passive buildings will have the same effect. (its happend to a few of my maps) just make sure that your not passing any limits during gameplay. another problem that can occur is if a non-hero unit picks up a tome of any sort..the game freaks out..i dont think this is your problem however. so i suggest you check your doodads and neutral passive limits. hope this helps.
遊戲中太多未清除的物品,太多中立單位,以非英雄單位吃書
never doubt my connection again... lol i found the bug it was a trigger... a massing trigger, it was like -middle and all your units go to middle i removed that and tried (after 9 rounds of trial and error i tried that) and nobody left its fixed now and better than ever! time to submit my map! (i removed it cause it curropted online before [and yes it was for everyone not just me ])
奇怪的案例,"所有單位走到中間"的觸發?
[自學手冊]
Q:為什麼我的地圖在玩的時候會發生分流(Server Split:部分的玩家斷線或分成數組。例如玩者1~3看到其他人離線;而其它玩者看到那三人離線)?
A:這是由於不恰當地使用Local Player(本機玩者)或者Current Camera等不同步的觸發所造成。可參見本機玩者的使用。另外還有一些不明原因會造成伺服器分離。
※遊戲暫存區可用在多人連線遊戲中,做為暫存工具,但不能將檔案寫入硬碟或從硬碟中讀取(也就是不同地圖之間的資料傳輸),因為每台電腦的硬碟中可能有不同的檔案,這麼做會造成不同步而斷線。
*在多人遊戲中,由於不同的電腦會抓到不同的「目前攝影機」,而會造成斷線。因此,請不要在多人連線遊戲中使用它
[Wasabi]
1.Get Local Player這條Jass指令可能會造成,所以盡量用Player Group([player 1])。
2.暴高的生命、攻擊力、法力等等的數值,也會造成玩家分離現象。
3.改變遊戲速度也會。