RedEagle_P1. 905 Posted August 24, 2019 Most scripts don't function properly on servers. Example: @bojo2736 had a server in which we had a "on trigger enter, open door". So many people got locked in the spawn building we had to remove the door. This one script is the most simple you can do in Ylands. It works 100% of the time in single player, just not on servers. 90% of logics like this have some issue on servers and don't work some of the time. The results range from negligible to catastrophic. Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted August 24, 2019 @bojo2736 idk if you have that server but if you do can you paste it here. Share this post Link to post Share on other sites
Fompster 141 Posted December 9, 2019 I hosted a local explore type map with logics just to see what would happen and somewhere 45 minutes into the game some of the triggerzones stopped working. output_log.txt output_log_clean.txt Is there a known reason why this happens? Thanks Share this post Link to post Share on other sites
Adam Snellgrove 1451 Posted December 10, 2019 13 hours ago, Fompster said: I hosted a local explore type map with logics just to see what would happen and somewhere 45 minutes into the game some of the triggerzones stopped working. output_log.txt output_log_clean.txt Is there a known reason why this happens? Thanks Yep, Red has already provided us with the chance of getting the server logs from a server. But 45 minutes seems pretty fast ? Do you still have the game up? Share this post Link to post Share on other sites
Fompster 141 Posted December 10, 2019 31 minutes ago, Adam Snellgrove said: Yep, Red has already provided us with the chance of getting the server logs from a server. But 45 minutes seems pretty fast ? Do you still have the game up? No it was just an exported map which I hosted for a bit Share this post Link to post Share on other sites
Houp 237 Posted December 10, 2019 Hi @Fompster, do you have also log_userscript.txt and userscript.js files? (from the time trigger zones stopped working) Share this post Link to post Share on other sites
Fompster 141 Posted December 10, 2019 10 minutes ago, Houp said: Hi @Fompster, do you have also log_userscript.txt and userscript.js files? (from the time trigger zones stopped working) I had opened Ylands after that but for what its worth I continued the save just now and ran through the broken triggerzones for a bit log_userscript.txt _userscript.zip Share this post Link to post Share on other sites
Houp 237 Posted December 10, 2019 Unfortunately you have probably restarted game between. From output_log_clean.txt I can see that there 2 problems in your scripts (and on our side too). 1. problem is in showing user old user UI when he enters a trigger zone in which he is created. (so probably it is not important the time from the start but connecting new players) 2. problem is in For each script in "On player disconnected" event (may be in Player role or Player team scripts) Script of the game would help to solve the issue. (It is enough to playtest it from editor) and log_userscript.txt after it happens again. Share this post Link to post Share on other sites
Fompster 141 Posted December 10, 2019 Does this mean that the issue of logic objects breaking is due to them not being properly scripted? Cause it seems to be effecting other independent logics which have a one lined script and breaking those too (such as pulling the leaver and getting a transaction window) And yes the game was restarted ? Share this post Link to post Share on other sites
Houp 237 Posted December 12, 2019 Not sure at the moment. Surely there is problem on our side: you should never see "internal error" in your script log. This means that we did not handle some exception correctly for you. It would help to solve the issue to have log_userscript.txt and output_log_clean.txt from the same game session (internal error #number -> same "random" number is paired in both logs) Share this post Link to post Share on other sites