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Notice for MK1 version of this map: Map plays ok (has been played a couple of times now with various number of players). Recording Desync error (OOS): It appears the recording for this map is very desync sensitive so the recording will cut off unfortunatly
Main reason is probably the appearing and disappearing magical dwarven goldmines
Gameplay OOS: the map has desynced ones in the various games ..... this is probably alos caused by the appearing and disappearing dwarven goldmines.
If this map is updated those mines will probably be replaced by another less desync sensitive object.
Due to weird game and language version differences some triggers fail to create for certain players and cause a sync online - much to my horror :(. However the trigger condition and effect I use for injection doesn't have this problem. Doing this change you might find that fixes your map of sync errors.
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I don't see anything wrong with your script and it is not "trigger heavy" to where it would cause a sync due to too much processing. I got scripts with hundreds of effects working fine. If you want I am willing to convert the triggers for you with no change in functionality and no credit expected for you to see if that resolves your error. (I appreciate there being other multiplayer scripts with triggers)
Hopefully should be understandable and easy to tweak. I was unsure about what your day and night cycle was doing as it was always setting it to night so I put one in. If you do not want it remove the lines that change it such as:
code("trSetLighting(\"Dusk\","+_krFadeTime+");");
I am unsure how to get the map back to you so let me know what you want me to do in that regards.
If you want to quickly test what my triggers do change your day/night cycle constants to a small number.
EDIT: Sent.
works nicely for the rest....so lets hope this one is done so I can move to the zeus map and see how to fix that one up