Hmm... my computer crashes a lot whenever I test a new feature of my map. I'm not sure but I think it's to do with one of the periodical triggers I edited. But my computer has been getting a lot of crashes of 'DPC Watchdog Violation' blue death screens so it may be to do with my drivers... (even though I've checked and they all say up to date).
But- regardless- my computer will invariably freeze when testing out a new feature. I'll post the trigger I think is the issue it may be another recently edited one- or else I used a OE value/ability that I didn't know causes crashes.
But- regardless- my computer will invariably freeze when testing out a new feature. I'll post the trigger I think is the issue it may be another recently edited one- or else I used a OE value/ability that I didn't know causes crashes.
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Build carrion
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to 1 Build carrion
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Actions
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Set packup = (Target point of ability being cast)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain pathing at packup of type Buildability is off) Equal to False
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) of type Carcass)
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Unit - Create 1 Carcass for Neutral Hostile at packup facing (Random real number between 0.00 and 360.00) degrees
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Unit Group - Add (Last created unit) to CarrionGroup
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Animation - Play (Last created unit)'s birth animation
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Trigger - Turn on Lure Loop <gen>
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Else - Actions
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Custom script: call RemoveLocation(udg_packup)
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Lure Loop
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Events
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Time - Every 3.00 seconds of game time
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Conditions
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Actions
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Set LoopCheck = 0
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Unit Group - Pick every unit in CarrionGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) is alive) Equal to True
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Then - Actions
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Set TempUnit3 = (Picked unit)
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Set LoopCheck = (LoopCheck + 1)
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Set point = (Position of TempUnit3)
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 2000.00 of point) and do (Actions)
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Loop - Actions
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Set TempUnit2 = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of TempUnit2) Equal to Vulture
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Then - Actions
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Unit - Order TempUnit2 to Attack-Move To point
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Else - Actions
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Custom script: call RemoveLocation(udg_point)
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Else - Actions
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Unit Group - Remove (Picked unit) from CarrionGroup
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For each (Integer var_Int) from 1 to 10, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(hay[var_Int] is alive) Equal to True
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Then - Actions
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Set LoopCheck = (LoopCheck + 1)
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Set point = (Position of hay[var_Int])
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within (800.00 + (Hay_Real[(Player number of (Triggering player))] x 200.00)) of point) and do (Actions)
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Loop - Actions
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Set TempUnit3 = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of TempUnit3) Equal to Goat
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(Unit-type of TempUnit3) Equal to Goat (Male)
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(Unit-type of TempUnit3) Equal to Baby Goat
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Then - Actions
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Unit - Order TempUnit3 to Move To point
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Else - Actions
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Custom script: call RemoveLocation(udg_point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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LoopCheck Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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