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Topic Subject: What is it that causes OOS errors???!
posted 02 December 2010 08:01 PM EDT (US)   
Can these trigger effects do it:

Flare Minimap

Play dialog

Sound filename

Unit work

Objective


This is really frustrating. I'm trying to create a multiplayer scenario and it seems like I'm limited because of OOS errors. I don't know what to think. I don't know what to do. Please help.

Replies:
posted 02 December 2010 08:10 PM EDT (US)     1 / 17  
Poor you, AoM Xpert ! I would help you, but... What are exactly OOS errors ?

𝓎𝑒𝓈, 𝒾 𝓁𝒾𝓀𝑒 𝓅𝑒𝓅𝑒
posted 02 December 2010 08:14 PM EDT (US)     2 / 17  
sync errors

"I NED MOAR RANGE" Pubby8
posted 02 December 2010 08:32 PM EDT (US)     3 / 17  
Yeah its when ESO goes "Saving Sync Error" then boom. It's the most feared thing on eso.

posted 02 December 2010 08:32 PM EDT (US)     4 / 17  
Those should be fine

Question thread...
posted 02 December 2010 08:46 PM EDT (US)     5 / 17  
Are those triggers you cannot use on Multiplayer ? I don't know very much about that because I can't play on ESO.

𝓎𝑒𝓈, 𝒾 𝓁𝒾𝓀𝑒 𝓅𝑒𝓅𝑒
posted 02 December 2010 10:47 PM EDT (US)     6 / 17  
Yes those triggers will cause an error on ESO which will cause you to return to the MainMenu but i think i have used play dialog online and it has worked fine.
posted 03 December 2010 05:07 AM EDT (US)     7 / 17  
Play dialog
Will do if you link a camera track in with it in the same effect.

I would have been able to tell you all of them a few years ago, but I've been out of multiplayer for so long.
It's the most feared thing on eso.
People actually play scenarios apart from riv civ? Wow.

______________________________________ Yeebaagooon ______________________________________
____________________ AoMH Seraph ____________________
"You can't trust yeebaagooon to lead a rebelion, He would send everyone to steal mirrors so he could bask in his own brilliance." - Out Reach
"Yeebaagooon had never seen a more handsome man in all his life. He couldn't control himself, He needed to act. Gripping the mirror in his strong arms he kissed the figure before him..." - Out Reach
AoMH: Unfinished Scenarios|Singleplayer: Codename Ripto|Multiplayer: Minigames Z|CSC 7
Ex Seraphs Dictator, Spore Heaven Seraph
posted 03 December 2010 05:33 AM EDT (US)     8 / 17  
Yes Yeebaagooon AoM Online isn't that dark, we actually play sometimes Raiders Tug, lot of WRP's, somes Gargonix Chronicles, Adventurers, sometimes there is a Minigames X, almost everyday someone is hosting Choose Your Hero, many Tower Defense, and myself is hosting everytime I can a little Children of Memories.

By the way, I didn't know that Play dialog mixed with a camera track could cause OOS because I'm using it for all my cinematics and people never OoS (they just get disconnected because of some lags sometimes but it's rare). Are you sure about this ?

Byt the way...

Flare Minimap : No
Play dialog : No
Sound filename : No
Unit work : Maybe
Objective : No

Edit : Damn signature...

|Limb of Memories| Upcoming AoM Online RPG, the prequel to |Children of Memories|
A project by Tasterix.

[This message has been edited by Tasterix (edited 12-03-2010 @ 05:42 AM).]

posted 03 December 2010 07:43 AM EDT (US)     9 / 17  
There are many more conditions that cause OoS than effects, so post them.

Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
RandomMaps || Mad Supremacy Escape Your Mates Escape
Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
Games || Bullet Demo Ball Bouncer 3D
WRP_Beater: "Meglio una gallina oggi che un uovo domani."
My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
posted 03 December 2010 09:42 AM EDT (US)     10 / 17  
This is the basic idea of an Out Of Sync error:
When playing multiplayer each person has a copy of the same map. When you move a unit on your map, your computer has to tell all of the other players that you moved a unit so that their copy of that unit will be doing the same thing on all copies of the map. This goes for *everything* happening in the game. If one player, for example, attacks a unit (on his copy of the map) and on the attacked person's computer they are slow in updating the position of that attacker on their copy of the map and they are still 10 meters apart, it throws up an OOS warning when it notices the maps don't match.

One thing I know that will OOS is using the Chat Contains condition. I've heard that you must put it on low priority to give the computers a chance to synchronize between checking.


In all your science of the mind, seeking blind through flesh and bone
Find the blood inside this stone
Well, I know I've never shown what I feel, I've always known
I plan my vengeance on my own - and I was always alone
posted 03 December 2010 03:19 PM EDT (US)     11 / 17  
You don't have access to anything not recorded in recorded games.

Aka:
Accessing camera location
Accessing units selected
Accessing whether sounds/music are playing
Accessing chat

And no teleporting!
posted 03 December 2010 07:11 PM EDT (US)     12 / 17  
but there is a way to get around teleporting if you want to do it.
posted 06 December 2010 04:01 PM EDT (US)     13 / 17  
HOW?!?!?!?!??

posted 07 December 2010 10:00 AM EDT (US)     14 / 17  
Army deploy a container unit (transport, etc) at the destination location. Use Unit immediate garrison into that container unit for the unit to 'transport'. Unit ungarrison the 'transported' unit. Kill the container unit.

Theoretically


In all your science of the mind, seeking blind through flesh and bone
Find the blood inside this stone
Well, I know I've never shown what I feel, I've always known
I plan my vengeance on my own - and I was always alone
posted 07 December 2010 01:11 PM EDT (US)     15 / 17  
I made a trigger to do that easily some time ago:

   <Effect name="Teleport Units to unit ONLINE">
<Param name="SrcObject" dispName="Source Units" varType="unit">default</Param>
<Param name="Note" dispName="Read this" varType="string">Use the Well of Urd for teleport units like titans</Param>
<Param name="garrison" dispName="Garrison Unit Type" varType="protounit">Roc</Param>
<Param name="SrcObject2" dispName="Target unit" varType="unit">default</Param>
<Command>for(h = 0; > 1){}</Command>
<Command>h = kbGetUnitBaseTypeID(kbGetBlockID("%SrcObject2%"));</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelect("%SrcObject2%");</Command>
<Command>trUnitChangeProtoUnit("%garrison%");</Command>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>trBlockAllSounds(true);</Command>
<Command>trImmediateUnitGarrison("%SrcObject2%");</Command>
<Command>trUnblockAllSounds();</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelect("%SrcObject2%");</Command>
<Command>trUnitChangeProtoUnit(""+kbGetProtoUnitName(h));</Command>
</Effect>

Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
RandomMaps || Mad Supremacy Escape Your Mates Escape
Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
Games || Bullet Demo Ball Bouncer 3D
WRP_Beater: "Meglio una gallina oggi che un uovo domani."
My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
posted 09 December 2010 01:17 PM EDT (US)     16 / 17  
Just don't combine online synced based triggers with effects/ conditions/triggers that are synced only on each computer(Like doing a fire event with a sound file or music file and firing something that isnt the same type. You can however use the fire event in a sound or music file to fire another music file without any risk of oos.

I used a lot of tricks in Half Blood that have never been utilized before.

Have you ever wanted custom music in your multiplayer scenario? Yes a person would have to download the music files off here. So I developed a trick that played the custom music if people had it and played AoM soundtrack songs if they didnt. I've seen this done before with chat dialogs(Linking this effect with sound or music= No Oos) but my trick makes it so that it automaticly determines if you have the music files and then plays the music accordingly.All you need is a split second long sound file, have it as the first link in the chain then fire event the next Custom REAL song. If the file isnt present it wont fire the next song trigger. All you have to do is have a Disable Effect to disable the AoM music starting trigger in with the Custom REAL song trigger.


Trigger:Custom Soundtrack Test
High Priority
Condition:
Always
Effect:
Music filename:blank split second sound.mp3
Music filename fire event:Custom Soundtrack Start

Trigger:AoM Soundtrack 1
Condition:
Timer: 1 Second
Effect:
Music filename:Aom campaign music.mp3
Music filename fire event:AoM Soundtrack 2
(etc.)
or
Effect:
Play Music

Trigger:Custom Soundtrack Start
Not Active
High Priority
Condition:
Always
Effect:
Music filename:custom song start.mp3
Music filename fire event: Custom soundtrack 1
Disable Trigger:AoM Soundtrack 1

Trigger Custom Soundtrack 1
Not Active
Condition:
Always

Effect:
Music filename:custom song 1.mp3
Music filename fire event: Custom soundtrack 2

Trigger Custom Soundtrack 2
Not active
Condition:

Always

Effect:
Music filename:custom song 2.mp3
Music filename fire event: Custom soundtrack 3

Trigger Custom Soundtrack 3
Not Active
Condition:

Always

Effect:
Music filename:custom song 3.mp3
Music filename fire event: Custom soundtrack 1

(Loop the custom soundtrack like this. You will want to create more songs then this most likely so just add more song triggers before you loop back to the first song again.)
Actually this seems like a pretty good guide so I might as well post it as one.

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[This message has been edited by ArkaneValor (edited 12-09-2010 @ 01:24 PM).]

posted 09 December 2010 01:45 PM EDT (US)     17 / 17  
You should make a new thread for that suggestion, Ark.


In all your science of the mind, seeking blind through flesh and bone
Find the blood inside this stone
Well, I know I've never shown what I feel, I've always known
I plan my vengeance on my own - and I was always alone
Age of Mythology Heaven » Forums » Scenario Design » What is it that causes OOS errors???!
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