Online Compatability
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- Cleb
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Online Compatability
So I was just testing my map online but it crashed when it loaded. I searched for "online compatable" but turned up nothing useful. How can I make my map online compatable? Or is it... impossible? 
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AQT
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Re: Online Compatability
It would help if you spelled compatible correctly.
A custom map utilizing at least the stock game modes (aside from campaign) should have no problem working online by default, so you did something to cause the incompatibility.
A custom map utilizing at least the stock game modes (aside from campaign) should have no problem working online by default, so you did something to cause the incompatibility.
- Cleb
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Re: Online Compatability
AQT wrote:It would help if you spelled compatible correctly.![]()
My map only uses conquest at the moment, and I can't think of anything that would make it uncompatible or anything...
- Locutus
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Re: Online Compatability
So your Map works in SP but not in MP?
Have you added custom sides?
Have you added custom sides?
- Cleb
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Re: Online Compatability
1. YesLocutus wrote:1.So your Map works in SP but not in MP?
2.Have you added custom sides?
2. Yes
Though after it crashes, if I reopen battlefront my server is still there and where it says who's in the server it says my name as if I'm actually still playing online.
- Locutus
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Re: Online Compatability
Try a clean/manual clean and then remunge your map but without the sides and try to play it online again. I expect this to work and then you can be sure that it are the sides.
Next step would be to add one unit after another to your side and see when it starts crashing. (Except you are using the disguise kit which is known to break online stability.)
Next step would be to add one unit after another to your side and see when it starts crashing. (Except you are using the disguise kit which is known to break online stability.)
- Cleb
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Re: Online Compatability
Wait just had a thought... Maybe the fact that I have ubermode enabled and both sides have way more than 20 people be the problem?
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Marth8880
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Re: Online Compatability
Post your LUA, please.
- Cleb
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Re: Online Compatability
Hidden/Spoiler:
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Marth8880
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Re: Online Compatability
Cleb wrote:Code: Select all
DisableAIAutoBalance()--Help requested on explaining this
So basically don't disable it unless you really know what you're doing in terms of pure-balancing A.I.[color=#FF8000]AI Difficulty.html[/color] wrote: EnableAIAutoBalance()
Turn on AutoBalancing. This will work for Conquest/Assault/CTF games. Not campaign. Basically if the score gets too far in one teams favor (+/- 40 conquest, 60 assault, 1 ctf) it will make the loosing team better and the winning team worse until things get back to close again.
DisableAIAutoBalance()
Turn off AutoBalancing. It is on by default so you should use this for your campaign mode scripts.
I'm pretty sure SetUberMode(1); isn't a real function, but I'm not positive. Here's what Geonosis' XL mode states:Cleb wrote:Code: Select all
SetUberMode(1); EnableSPHeroRules(0)
geo1c_xl wrote:Code: Select all
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2, multiplayerScoreLimit = 100, textATT = "game.modes.tdm", textDEF = "game.modes.tdm2", multiplayerRules = true, isUberMode = true, uberScoreLimit = 350, } TDM:Start()
Also,
should beCleb wrote:Code: Select all
function la_anim() if laanim == 1 then PauseAnimation("fly1"); RewindAnimation("fly1"); PlayAnimation("fly1"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot") laanim = 1 if laanim == 2 then PauseAnimation("fly2"); RewindAnimation("fly2"); PlayAnimation("fly2"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot1") laanim = 2 if laanim == 3 then PauseAnimation("fly3"); RewindAnimation("fly3"); PlayAnimation("fly3"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot2") laanim = 3 if laanim == 4 then PauseAnimation("bombard"); RewindAnimation("bombard"); PlayAnimation("bombard"); EntityFlyerTakeOff("rep_fly_gunshipbombardment") laanim = 4 end end end end end
Code: Select all
function la_anim()
if laanim == 1 then
PauseAnimation("fly1");
RewindAnimation("fly1");
PlayAnimation("fly1");
EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot")
laanim = 1
elseif laanim == 2 then
PauseAnimation("fly2");
RewindAnimation("fly2");
PlayAnimation("fly2");
EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot1")
laanim = 2
elseif laanim == 3 then
PauseAnimation("fly3");
RewindAnimation("fly3");
PlayAnimation("fly3");
EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot2")
laanim = 3
elseif laanim == 4 then
PauseAnimation("bombard");
RewindAnimation("bombard");
PlayAnimation("bombard");
EntityFlyerTakeOff("rep_fly_gunshipbombardment")
laanim = 4
end
endCode: Select all
if not ScriptCB_InMultiplayer() then
[insert "laanim" if...then statement]
else
[leave this empty or put one of the "laanim" decisions here without the if/elseif then bit]
end- Cleb
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Re: Online Compatability
Actually I didn't put "help requested on explaining this." Back when I started the map I wanted to do something, I can't recall what it was but I found it in some lost tutorial somewhere deep within Gametoast and I saw fit to put this in there. But now that I've been reminded about it, I will take it away because I don't want it anymore.Marth8880 wrote:Cleb wrote:Code: Select all
DisableAIAutoBalance()--Help requested on explaining thisSo basically don't disable it unless you really know what you're doing in terms of pure-balancing A.I.[color=#FF8000]AI Difficulty.html[/color] wrote: EnableAIAutoBalance()
Turn on AutoBalancing. This will work for Conquest/Assault/CTF games. Not campaign. Basically if the score gets too far in one teams favor (+/- 40 conquest, 60 assault, 1 ctf) it will make the loosing team better and the winning team worse until things get back to close again.
DisableAIAutoBalance()
Turn off AutoBalancing. It is on by default so you should use this for your campaign mode scripts.
It is a function; I used it and it works fine.Marth8880 wrote:I'm pretty sure SetUberMode(1); isn't a real function, but I'm not positive.Cleb wrote:Code: Select all
SetUberMode(1); EnableSPHeroRules(0)
http://www.gametoast.com/forums/viewtop ... 27&t=12147
Actually that part is found in the Mygeeto, Utapau, and Kamino campaign scripts. I changed it just a bit (before it was like this):Marth8880 wrote:should beCleb wrote:Code: Select all
function la_anim() if laanim == 1 then PauseAnimation("fly1"); RewindAnimation("fly1"); PlayAnimation("fly1"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot") laanim = 1 if laanim == 2 then PauseAnimation("fly2"); RewindAnimation("fly2"); PlayAnimation("fly2"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot1") laanim = 2 if laanim == 3 then PauseAnimation("fly3"); RewindAnimation("fly3"); PlayAnimation("fly3"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot2") laanim = 3 if laanim == 4 then PauseAnimation("bombard"); RewindAnimation("bombard"); PlayAnimation("bombard"); EntityFlyerTakeOff("rep_fly_gunshipbombardment") laanim = 4 end end end end endand you might wanna put it in between ScriptPostLoad() and ScriptInit(). Again, I'm not sure, but it's worth trying.Code: Select all
function la_anim() if laanim == 1 then PauseAnimation("fly1"); RewindAnimation("fly1"); PlayAnimation("fly1"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot") laanim = 1 elseif laanim == 2 then PauseAnimation("fly2"); RewindAnimation("fly2"); PlayAnimation("fly2"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot1") laanim = 2 elseif laanim == 3 then PauseAnimation("fly3"); RewindAnimation("fly3"); PlayAnimation("fly3"); EntityFlyerTakeOff("rep_fly_gunshipbf1propshoot2") laanim = 3 elseif laanim == 4 then PauseAnimation("bombard"); RewindAnimation("bombard"); PlayAnimation("bombard"); EntityFlyerTakeOff("rep_fly_gunshipbombardment") laanim = 4 end end
I changed it just a little bit so that it is the same thing every time and again (so therefore it is not random), it works fine, but its very picky to me, like if I move the prop/flyer/building that its connected to or change the animation, it doesn't work and I haven't figured out why yet.if laanim == 4 then
PauseAnimation("bombard");
RewindAnimation("bombard");
PlayAnimation("bombard");
EntityFlyerTakeOff("rep_fly_gunshipbombardment")
laanim = 5
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Marth8880
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Re: Online Compatability
Ah, alright then. Very odd how it's not working online then... Hmm... Do any of your custom units use...unique weapons? Like weapons that aren't very standard, i.e., anything not a standard rifle, pistol, etc.?
- Cleb
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Re: Online Compatability
Yes, they use custom weapons but those weapons all use stock effects, models, textures, etc.
EDIT:
The number of units isnt the problem, just changed both to 16 and it didnt work.
EDIT:
The number of units isnt the problem, just changed both to 16 and it didnt work.
- Locutus
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Re: Online Compatability
Have you tried that?Locutus wrote:Try a clean/manual clean and then remunge your map but without the sides and try to play it online again. I expect this to work and then you can be sure that it are the sides.
Next step would be to add one unit after another to your side and see when it starts crashing. (Except you are using the disguise kit which is known to break online stability.)
