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I have stationary Hero that has Murloc Hut model, sometimes when players kill it game just crashes, could model be an issue or should I look somewhere else?
Unlikely to be because you're using that model. To test, change the model and then kill a whole bunch of that unit to see if it crashes. If no then it might actually be a model problem.
Are there any triggers specifically related to the Hut hero?
Unlikely to be because you're using that model. To test, change the model and then kill a whole bunch of that unit to see if it crashes. If no then it might actually be a model problem.
Are there any triggers specifically related to the Hut hero?
Unit Group - Pick every unit in (Units of type Monster Nest) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Special Rexxar - Battle Roar
Monster nest
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Summon Monsters
Actions
Custom script: local unit udg_LocalUnit
Set LocalUnit = (Triggering unit)
Set LocalPoint3 = (Position of LocalUnit)
Unit - Remove Spell Immunity (Neutral Hostile) from LocalUnit
For each (Integer B) from 1 to 8, do (Actions)
Loop - Actions
Unit - Create 1 Mur'gul summon for (Owner of LocalUnit) at LocalPoint3 facing Default building facing degrees
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Last created unit) belongs to an enemy of Player 1 (Red)) Equal to True
Then - Actions
Unit - Order (Last created unit) to Attack-Move To WaveLocation[7]
Else - Actions
Unit - Order (Last created unit) to Attack-Move To WaveLocation[17]
Wait 0.10 seconds
For each (Integer B) from 1 to 2, do (Actions)
Loop - Actions
Unit - Create 1 Blood-Gill summon for (Owner of LocalUnit) at LocalPoint3 facing Default building facing degrees
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Last created unit) belongs to an enemy of Player 1 (Red)) Equal to True
Then - Actions
Unit - Order (Last created unit) to Attack-Move To WaveLocation[7]
Else - Actions
Unit - Order (Last created unit) to Attack-Move To WaveLocation[17]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Mode_Teams Equal to 1
Then - Actions
For each (Integer NestWaves) from 1 to 8, do (Actions)
Loop - Actions
Set LocalUnit = (Triggering unit)
Set LocalPoint3 = (Position of LocalUnit)
Unit - Add Monster Nest wave to LocalUnit
Unit - Set level of Monster Nest wave for LocalUnit to RoundNumber
Set MonsterNestUltGroup = (Units within 600.00 of LocalPoint3 matching ((((Matching unit) belongs to an enemy of (Owner of LocalUnit)) Equal to True) and (((Matching unit) is A Hero) Equal to True)))
Set MonsterNestUltGroup_Random = (Random 1 units from MonsterNestUltGroup)
Unit Group - Pick every unit in MonsterNestUltGroup_Random and do (Actions)
Loop - Actions
Set LocalPoint2 = (Position of (Picked unit))
Unit - Order LocalUnit to Undead Dreadlord - Carrion Swarm LocalPoint2
For each (Integer NestWaves) from 1 to 16, do (Actions)
Loop - Actions
Set LocalUnit = (Triggering unit)
Set LocalPoint3 = (Position of LocalUnit)
Unit - Add Monster Nest wave to LocalUnit
Unit - Set level of Monster Nest wave for LocalUnit to RoundNumber
Set MonsterNestUltGroup = (Units within 600.00 of LocalPoint3 matching ((((Matching unit) belongs to an enemy of (Owner of LocalUnit)) Equal to True) and (((Matching unit) is A Hero) Equal to True)))
Set MonsterNestUltGroup_Random = (Random 1 units from MonsterNestUltGroup)
Unit Group - Pick every unit in MonsterNestUltGroup_Random and do (Actions)
Loop - Actions
Set LocalPoint2 = (Position of (Picked unit))
Unit - Order LocalUnit to Undead Dreadlord - Carrion Swarm LocalPoint2
Why does LocalUnit have to be local but LocalPoint3 doesn't? If one can get overwritten so could the other.
Absolutely do not ever put waits in an Integer A or Integer B loop. If you need a wait in a loop, create a new variable for just that loop and use the 'for each integer variable...' action. But in general waits in loops are bad for your map and bad programming practice.
Don't use "finishes casting", use "starts the effect of" unless you have a good reason not to.
Why add an ability, order unit to use it, then remove the ability 16 times in a row? You could just keep the ability on the unit the whole time or (better) use a dummy unit to cast it.
Both halves of your If-block in Wave are exactly the same code just with a different number of loop iterations. You can just set a variable = 8 or = 16 depending on the if-condition and then loop from 1 to THAT_VARIABLE to reduce the duplicate code you have there.
Minimum time for the Wait command is ~0.25s, you can't wait less time than that even if you type a smaller number.
I don't see anything that seems crashworthy in there, so if I had to guess it's something getting fucked up because you put waits in your loops and the A/B variables are getting changed by another trigger while one loop is already running. This could cause an error where the game tries to access/use a variable that's not set or does something else wonky that normally works fine. I have no idea what it could be because literally any trigger that uses A/B loops could be contributing.
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