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[Crash] Crashes at a certain point in my map

Status
Not open for further replies.
Level 3
Joined
Mar 8, 2013
Messages
26
So I have been working on my map on and off and went on the Trigger sub forum and put a post on there due to some crashes which I have been receiving and apparently it had something to do with leaks. I plugged every single leak that I could find and that was not enough I still get the same crash every time in my map at a specific point. I have censored parts which I do not want people to know
==============================================================================
Warcraft III (build 6401)

Exe: f:\warcraft iii\War3.exe
Time: Mar 9, 2013 9:41:15.831 PM
User: ******
Computer: ******
------------------------------------------------------------------------------

This application has encountered a critical error:

Not enough storage is available to process this command.

Program: f:\warcraft iii\War3.exe
Object: CUnitListNode (.?AUCUnitListNode@@)




War3Build: 1.26.0.6401
Played Maps\Test\WorldEditTestMap.w3x
Player 0 WorldEdit Race Human StartLoc 0
Player 1 Race Human StartLoc 1
Player 2 Race Human StartLoc 2
Player 3 Player 4 Race Human StartLoc 3
Player 4 <Unused> Race Human StartLoc -1
Player 5 <Unused> Race Undead StartLoc -1
Player 6 <Unused> Race NightElf StartLoc -1
Player 7 <Unused> Race NightElf StartLoc -1
Player 8 <Unused> Race NightElf StartLoc -1
Player 9 <Unused> Race NightElf StartLoc -1
Player 10 Humans Race Human StartLoc 4
Player 11 Infected Race Undead StartLoc 5
------------------------------------------------------------------------------

----------------------------------------
Stack Trace (Manual)
----------------------------------------

Address Frame Logical addr Module


----------------------------------------
Stack Trace (Using DBGHELP.DLL)
----------------------------------------



----------------------------------------
Loaded Modules
----------------------------------------

0x00270000 - 0x0027A000 C:\Windows\syswow64\LPK.dll
0x00400000 - 0x0047D000 f:\warcraft iii\War3.exe
0x10000000 - 0x1004D000 C:\Windows\SysWOW64\guard32.dll
0x15000000 - 0x15061000 f:\warcraft iii\Storm.dll
0x21100000 - 0x2115F000 f:\warcraft iii\mss32.dll
0x22600000 - 0x22616000 f:\warcraft iii\redist\miles\Mssfast.m3d
0x22700000 - 0x22717000 f:\warcraft iii\redist\miles\Mssdolby.m3d
0x22C00000 - 0x22C18000 f:\warcraft iii\redist\miles\Msseax2.m3d
0x24600000 - 0x24611000 f:\warcraft iii\redist\miles\Reverb3.flt
0x26F00000 - 0x26F2A000 f:\warcraft iii\redist\miles\Mp3dec.asi
0x51BF0000 - 0x52167000 C:\Windows\system32\atiumdag.dll
0x5A100000 - 0x5A506000 C:\Windows\system32\atiumdva.dll
0x5ADD0000 - 0x5AED5000 C:\Windows\system32\d3d8.dll
0x5EB80000 - 0x5EC6F000 C:\Windows\system32\aticfx32.dll
0x60000000 - 0x6005D000 f:\warcraft iii\ijl15.dll
0x60A50000 - 0x60A56000 C:\Windows\system32\d3d8thk.dll
0x69ED0000 - 0x69ED6000 C:\Windows\system32\SensApi.dll
0x69EF0000 - 0x69F0C000 C:\Windows\system32\cryptnet.dll
0x69F20000 - 0x69F36000 C:\Windows\system32\GPAPI.dll
0x69FD0000 - 0x6A00D000 C:\Windows\SysWOW64\bcryptprimitives.dll
0x6A010000 - 0x6A027000 C:\Windows\system32\bcrypt.dll
0x6A030000 - 0x6A068000 C:\Windows\system32\ncrypt.dll
0x6EDA0000 - 0x6EDC5000 C:\Windows\system32\POWRPROF.dll
0x6EDD0000 - 0x6EE42000 C:\Windows\system32\DSOUND.DLL
0x6F000000 - 0x6FBB5000 f:\warcraft iii\Game.dll
0x710B0000 - 0x710B7000 C:\Windows\system32\avrt.dll
0x71150000 - 0x71237000 C:\Windows\system32\DDRAW.dll
0x71650000 - 0x71656000 C:\Windows\system32\DCIMAN32.dll
0x71660000 - 0x71728000 C:\Windows\system32\OPENGL32.dll
0x718E0000 - 0x71901000 C:\Windows\system32\ntmarta.dll
0x71C20000 - 0x71C5B000 C:\Windows\system32\rsaenh.dll
0x71D10000 - 0x71D1B000 C:\Windows\system32\profapi.dll
0x71D40000 - 0x71D56000 C:\Windows\system32\CRYPTSP.dll
0x71E30000 - 0x71E6C000 C:\Windows\system32\mswsock.dll
0x71FD0000 - 0x7200C000 C:\Program Files\AVAST Software\Avast\snxhk.dll
0x72AD0000 - 0x72BBB000 C:\Windows\system32\dbghelp.dll
0x72BC0000 - 0x72BC7000 C:\Windows\system32\fltlib.dll
0x72BE0000 - 0x72BE9000 C:\Windows\system32\VERSION.dll
0x72BF0000 - 0x72BF7000 C:\Windows\system32\WSOCK32.dll
0x72D10000 - 0x72D32000 C:\Windows\system32\GLU32.dll
0x72F10000 - 0x72FAB000 C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a\MSVCR80.dll
0x730E0000 - 0x730F9000 C:\Windows\system32\atiu9pag.dll
0x73340000 - 0x73357000 C:\Windows\system32\USERENV.dll
0x73880000 - 0x73904000 C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.7601.17514_none_ec83dffa859149af\COMCTL32.dll
0x73920000 - 0x73956000 C:\Windows\system32\AUDIOSES.DLL
0x73960000 - 0x73A55000 C:\Windows\System32\PROPSYS.dll
0x73A60000 - 0x73A99000 C:\Windows\System32\MMDevApi.dll
0x73BD0000 - 0x73BE3000 C:\Windows\system32\dwmapi.dll
0x73BF0000 - 0x73C70000 C:\Windows\system32\uxtheme.dll
0x73E80000 - 0x73EB2000 C:\Windows\system32\WINMM.dll
0x74860000 - 0x7486C000 C:\Windows\syswow64\CRYPTBASE.dll
0x74870000 - 0x748D0000 C:\Windows\syswow64\SspiCli.dll
0x74900000 - 0x74A00000 C:\Windows\syswow64\USER32.dll
0x74A00000 - 0x74A9D000 C:\Windows\syswow64\USP10.dll
0x74AA0000 - 0x74B2F000 C:\Windows\syswow64\OLEAUT32.dll
0x74B30000 - 0x74BFC000 C:\Windows\syswow64\MSCTF.dll
0x74C00000 - 0x74C06000 C:\Windows\syswow64\NSI.dll
0x74C10000 - 0x74D6C000 C:\Windows\syswow64\ole32.dll
0x74D70000 - 0x74E8E000 C:\Windows\syswow64\CRYPT32.dll
0x74E90000 - 0x74EA2000 C:\Windows\syswow64\DEVOBJ.dll
0x74EB0000 - 0x74F2B000 C:\Windows\syswow64\comdlg32.dll
0x74F30000 - 0x74F49000 C:\Windows\SysWOW64\sechost.dll
0x74F50000 - 0x750ED000 C:\Windows\syswow64\SETUPAPI.dll
0x750F0000 - 0x75150000 C:\Windows\syswow64\IMM32.dll
0x75150000 - 0x75195000 C:\Windows\syswow64\WLDAP32.dll
0x751A0000 - 0x751AC000 C:\Windows\syswow64\MSASN1.dll
0x751B0000 - 0x75250000 C:\Windows\syswow64\ADVAPI32.dll
0x75250000 - 0x75E9A000 C:\Windows\syswow64\SHELL32.dll
0x75EA0000 - 0x75F90000 C:\Windows\syswow64\RPCRT4.dll
0x75F90000 - 0x75FD7000 C:\Windows\syswow64\KERNELBASE.dll
0x75FE0000 - 0x76037000 C:\Windows\syswow64\SHLWAPI.dll
0x76040000 - 0x760EC000 C:\Windows\syswow64\msvcrt.dll
0x76180000 - 0x76339000 C:\Windows\syswow64\iertutil.dll
0x76340000 - 0x76451000 C:\Windows\syswow64\urlmon.dll
0x764F0000 - 0x76580000 C:\Windows\syswow64\GDI32.dll
0x76580000 - 0x765A7000 C:\Windows\syswow64\CFGMGR32.dll
0x765B0000 - 0x765E5000 C:\Windows\syswow64\WS2_32.dll
0x765F0000 - 0x765F3000 C:\Windows\syswow64\Normaliz.dll
0x76600000 - 0x7671B000 C:\Windows\syswow64\WININET.dll
0x76730000 - 0x76840000 C:\Windows\syswow64\KERNEL32.dll
0x76840000 - 0x768C3000 C:\Windows\syswow64\CLBCatQ.DLL
0x77190000 - 0x77310000 C:\Windows\SysWOW64\ntdll.dll


----------------------------------------
Memory Dump
----------------------------------------

Stack: 1024 bytes starting at (ESP = 0018E6C0)

* = addr ** *
0018E6C0: 90 35 04 15 F0 46 00 00 02 00 00 00 60 4E 01 15 .5...F......`N..
0018E6D0: 01 00 6E 00 C3 2A 00 15 C0 E6 18 00 E0 E6 18 00 ..n..*..........
0018E6E0: 60 EC 18 00 82 63 01 15 F0 46 00 00 03 00 00 00 `....c...F......
0018E6F0: 00 00 00 00 6C 00 14 37 00 00 00 00 FE FF FF FF ....l..7........
0018E700: 00 00 00 00 00 00 00 00 00 00 00 00 30 00 00 00 ............0...
0018E710: BF 4F C6 51 A4 F4 18 00 01 00 00 00 01 19 00 00 .O.Q............
0018E720: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E730: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E740: 00 00 00 00 00 00 00 00 DD 07 03 00 06 00 09 00 ................
0018E750: 15 00 29 00 0F 00 3F 03 20 00 00 00 46 11 CC F0 ..)...?. ...F...
0018E760: 7D 1C CE 01 EE 78 09 8D 7E 1C CE 01 1F EE 09 8D }....x..~.......
0018E770: 7E 1C CE 01 00 00 00 00 00 30 07 00 00 00 00 00 ~........0......
0018E780: 44 01 0D 00 77 61 72 33 2E 65 78 65 00 00 00 00 D...war3.exe....
0018E790: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E7A0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E7B0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E7C0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E7D0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E7E0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E7F0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E800: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E810: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E820: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E830: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E840: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E850: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E860: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E870: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E880: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018E890: 00 00 00 00 00 00 00 00 4E 6F 74 20 65 6E 6F 75 ........Not enou
0018E8A0: 67 68 20 73 74 6F 72 61 67 65 20 69 73 20 61 76 gh storage is av
0018E8B0: 61 69 6C 61 62 6C 65 20 74 6F 20 70 72 6F 63 65 ailable to proce
0018E8C0: 73 73 20 74 68 69 73 20 63 6F 6D 6D 61 6E 64 2E ss this command.
0018E8D0: 0D 0A 00 00 C9 16 65 6F 18 E9 18 00 B0 00 5A 08 ......eo......Z.
0018E8E0: CA 07 55 6F 6B 6E 5A AB 00 00 00 00 B0 00 5A 08 ..UoknZ.......Z.
0018E8F0: 1F 00 00 00 05 15 55 6F 18 00 00 00 04 00 00 00 ......Uo........
0018E900: 04 00 00 00 18 00 00 00 40 36 FA 51 58 AB F3 0E [email protected]...
0018E910: 08 00 C3 04 10 00 00 00 5D 00 C3 04 A8 F8 18 00 ........].......
0018E920: C0 00 BD 0C 5C C9 C2 04 E4 E6 C2 04 14 EE C5 04 ....\...........
0018E930: 5C C9 C2 04 44 E9 18 00 86 35 FA 51 94 6C C5 04 \...D....5.Q.l..
0018E940: 02 00 00 00 03 00 00 00 00 2D 01 C0 14 EE C5 04 .........-......
0018E950: 03 00 00 00 7C E9 18 00 EF 3A FA 51 94 6C C5 04 ....|....:.Q.l..
0018E960: 03 00 00 00 E4 E6 C2 04 28 EA 18 00 14 EE C5 04 ........(.......
0018E970: 01 00 00 00 28 EA 18 00 14 EE C5 04 14 EE C5 04 ....(...........
0018E980: A8 E9 18 00 F4 28 FA 51 94 6C C5 04 05 00 00 00 .....(.Q.l......
0018E990: 14 EE C5 04 00 00 00 00 77 61 72 33 00 65 78 65 ........war3.exe
0018E9A0: 00 00 00 00 E4 E6 C2 04 CC E9 18 00 5B DD F9 51 ............[..Q
0018E9B0: 28 EA 18 00 14 EE C5 04 28 EA 18 00 8C 03 C3 04 (.......(.......
0018E9C0: 01 00 00 00 00 00 00 00 14 EE C5 04 E0 E9 18 00 ................
0018E9D0: 10 1F F9 51 E4 E6 C2 04 14 EE C5 04 28 EA 18 00 ...Q........(...
0018E9E0: F4 E9 18 00 6C 14 F9 51 28 EA 18 00 14 EE C5 04 ....l..Q(.......
0018E9F0: 00 00 00 00 94 EE 18 00 90 BB F7 51 28 EA 18 00 ...........Q(...
0018EA00: B0 88 C5 04 7C 69 C4 04 AE BC F7 51 00 00 00 00 ....|i.....Q....
0018EA10: 00 00 00 00 14 EE C5 04 01 00 00 00 01 00 00 00 ................
0018EA20: 01 00 00 00 02 00 00 00 00 00 00 00 00 08 00 00 ................
0018EA30: 00 00 00 00 00 00 00 00 E4 E6 C2 04 00 00 00 00 ................
0018EA40: 0F 00 00 00 10 EC 18 00 01 00 00 00 50 ED 18 00 ............P...
0018EA50: 01 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 ................
0018EA60: C8 02 C3 04 00 00 00 00 28 03 C3 04 00 00 00 00 ........(.......
0018EA70: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018EA80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0018EA90: 00 00 00 00 00 00 00 00 00 00 00 00 66 3A 5C 77 ............f:\w
0018EAA0: 61 72 63 72 61 66 74 20 69 69 69 5C 57 61 72 33 arcraft iii\War3
0018EAB0: 2E 65 78 65 00 00 00 00 00 00 00 00 00 00 00 00 .exe............


------------------------------------------------------------------------------
7 1624 e:\Drive1\temp\buildwar3x\War3\Source\UI/CCommandButton.cpp(546)
1 528 .\FrameDef.cpp(69)
152 6710 .\W32\OsISndCache.cpp(991)
11 704 e:\drive1\temp\buildwar3x\war3\source\game\CFogMaskTable.h(98)
1 56 .\CGameUI.cpp(517)
1 512 e:\Drive1\temp\buildwar3x\War3\Source\WorldEdit/WEUtilities.cpp(3422)
143 4004 .?AUNATIVETOKEN@@(-2)
1 196 e:\Drive1\temp\buildwar3x\War3\Source\UI/CResourceBar.cpp(332)
1 528 e:\Drive1\temp\buildwar3x\War3\Source\WorldEdit/WEUtilities.cpp(3421)
16 1933376 .?AVCPlaneParticleEmitter@@(-2)
1 4 .\W32\OsISndCache.cpp(553)
1 1764 .?AV?$TSExplicitList@UOrderTypeReg@@$0?CCCCCCCD@@@(-2)
46 2848 .?AULINKSHARED@@(-2)
1 2600 e:\Drive1\temp\buildwar3x\War3\Source\UI/CInfoPanelButton.cpp(1111)
1 548 e:\Drive1\temp\buildwar3x\War3\Source\WorldEdit/WEUtilities.cpp(3443)
212 597840 .?AVCMapLocation@@(-2)
1 13572 .?AVCAbilityMount@@(-2)
5 757780 HGEOSETDATA(-2)
1 12 .\CGameUI.cpp(521)
4 928 .\CBackdropGenerator.cpp(120)
1 6404 .?AVCMissileBounce@@(-2)
5 4884 .?AV?$TSExplicitList@UComponentPath@Skin@@$0?CCCCCCCD@@@(-2)
1 352 e:\Drive1\temp\buildwar3x\War3\Source\UI/CInfoPanelUnitDetail.cpp(608)
1 16 e:\drive1\temp\buildwar3x\engine\source\jass2\Instance.h(364)
1 18436 .?AVCAbilityMakeItem@@(-2)
578 18496 .?AUComponentPath@Skin@@(-2)
1 6296 .\CGxDeviceD3d\CGxDeviceD3d.cpp(87)
2 8847 .?AUChunk@CDataStoreChunked@@(-2)
1 40 .\CGameUI.cpp(883)
12 2352 e:\Drive1\temp\buildwar3x\War3\Source\UI/CToolTipWar3.cpp(117)
3 10764 .?AVCTaskOrderParam@@(-2)
1782 49896 .?AUFRAMETYPENAME@@(-2)
4 6720 .?AUCModelHash@@(-2)
1 128 .?AV?$CAgentPtr@VCSelectable@@@@(-2)
1 4036 .?AVCAbilityBattlestations@@(-2)
1 432 e:\Drive1\temp\buildwar3x\War3\Source\UI/CCommandButton.cpp(574)
1 128 .?AV?$CAgentPtr@VCTownSpot@@@@(-2)
1345 9952 .\Compile.cpp(215)
12 768 .?AUCONTEXTHASHOBJ@@(-2)
1 1008 .?AV?$TSExplicitList@UCModelHash@@$0?CCCCCCCD@@@(-2)
53 35828 .\CCheckBox.cpp(99)
1 3276 .?AV?$TSExplicitList@UFuncAddr2HandleReg@@$0?CCCCCCCD@@@(-2)
1 56 .?AU_SOURCE@@(-2)
5 1280 .?AUCAnimTransform@@(-2)
3 26892 .?AVCPrCluster@NIpse@@(-2)
1 11520 .?AUCOpaqueLayer@@(-2)
5452 55432 .PAUHMATERIAL__@@(-2)
1 56 .\scanner.cpp(406)
578 28253 e:\Drive1\temp\buildwar3x\War3\Source\UI/CSkinManager.cpp(81)
1 56004 .?AUCHILDNODE@@(-2)
1365 551460 .\IFDFile.cpp(363)
1 48 .?AV?$TSExplicitList@USTACKEDSOUND@@$0?CCCCCCCD@@@(-2)
29 232 .\CSimpleTop.cpp(142)
7 229404 .?AVCStringRep@@(-2)
2 12396 .?AV?$TSExplicitList@USTRINGHASHNODE@@$0?CCCCCCCD@@@(-2)
1 300 e:\drive1\temp\buildwar3x\war3\source\ui\CInfoPanelDestructableDetail.h(41)
1 312 e:\Drive1\temp\buildwar3x\War3\Source\UI/CInfoPanelButton.h(103)
1 40 e:\drive1\temp\buildwar3x\engine\source\jass2\Instance.h(362)
19 107084 .?AVCUnitAI@@(-2)
17 326468 .?AVCRlAgentDef@NIpse@@(-2)
1 48 .?AV?$TSExplicitList@UWaterDataCacheNode@@$0?CCCCCCCD@@@(-2)
28 1456 .\Database.cpp(314)
50 200 .?AV?$CAgentPtr@VMineShaft@@@@(-2)
1 324 .\CGameWar3.cpp(521)
1 48 .?AV?$TSExplicitList@UCONTEXTHASHOBJ@@$0?CCCCCCCD@@@(-2)
1 12 .\CInputObserver.cpp(43)
3 192 .?AUCOMMANDCATEGORY@@(-2)
9 3600 .\IFDFile.cpp(348)
1 368 .\CGameUI.cpp(394)
6 36288 .?AUCTextureHash@@(-2)
1 32 .PAUTEnumData@@(-2)
31 6944 .?AUCAnimCameraObj@@(-2)
2166 1080944 .?AVC2Vector@NTempest@@(-2)
97 2716 .?AUFunc2AgentReg@@(-2)
2821 78988 .?AUCODProfileNumValHash@@(-2)
1 2052 .?AVCAbilityWander@@(-2)
1 340 .\CGameUI.cpp(463)
1 24580 .?AUFrame@@(-2)
1 432 .\FrameDef.cpp(84)
606 2424 .PAUHCAMERA__@@(-2)
1 48 .?AV?$TSExplicitList@UFONTHASHOBJ@@$0?CCCCCCCD@@@(-2)
523 4141568 .?AVCParticle2@@(-2)
10 4840 .\CSlider.cpp(26)
14 50232 .?AUAGILE_TYPE_RELATIONSHIP@AGILE_TYPE_DATA@@(-2)
44 1232 .?AUSIMPLEFONTSTRINGREGHASH@@(-2)
225 27000 .\GxuFontUtil.cpp(2630)
388 6515 .\CFrame.cpp(613)
1 516 e:\Drive1\temp\buildwar3x\War3\Source\WorldEdit/WEUtilities.cpp(3427)
6885 328184 .E(-2)
1 2600 e:\Drive1\temp\buildwar3x\War3\Source\UI/CInfoPanelButton.cpp(1266)
1 4228 .?AVCBuffArtillery@@(-2)
13 2609204 .?AVCUnit@@(-2)
10 2320 e:\Drive1\temp\buildwar3x\War3\Source\UI/CCargoGrid.cpp(170)
1 98532 .?AV?$TSExplicitList@USOUNDDEF@@$0?CCCCCCCD@@@(-2)
1 528640 .?AUOcclusionVertex@CTerrain@@(-2)
1 40 e:\drive1\temp\buildwar3x\engine\source\jass2\Instance.h(358)
3 24588 .?AVCAbilityBlightGrowth@@(-2)
12 101424 .?AVCAbilityAlarm@@(-2)
10 480 .?AUCGxStringBatch@@(-2)
5143 144004 .?AUWEDBEntryHash@@(-2)
1 16 e:\Drive1\temp\buildwar3x\War3\Source\UI/CResourceBar.cpp(223)
1 448 .\CGameUI.cpp(419)
8 376 e:\drive1\temp\buildwar3x\war3\source\unit\../Data.h(116)
1 3588 .?AVCUpgradeAttackSpeed@@(-2)
63406 5776360 .\CDataAllocator.cpp(152)
35 17500 .\IFDFile.cpp(372)
19 608 .?AUSIMPLEFRAMENAMECREATEHANDLER@@(-2)
1 504 .?AV?$TSExplicitList@UJassHandle@@$0?CCCCCCCD@@@(-2)
11 396 .?AUFONTHASHOBJ@@(-2)
1 404 .\CGameUI.cpp(477)
8 1024 .P6IHPAVCUnit@@PAUTEnumData@@@Z(-2)
5452 252480 .?AUCGeosetColor@@(-2)
696 389760 e:\Drive1\temp\buildwar3x\War3\Source\WorldEdit/CWeatherArea.cpp(63)
1 52 .\CGameUI.cpp(516)
4 928 .\CBackdropGenerator.cpp(139)
1 140 .\CGameWar3.cpp(606)
1 5124 .?AVCTriggerAction@@(-2)
1 98532 .?AV?$TSExplicitList@VCStringRep@@$0?CCCCCCCD@@@(-2)
4 928 .\CBackdropGenerator.cpp(50)
5452 68916 .PAUHGEOSET__@@(-2)
1 98532 .?AV?$TSExplicitList@UANIMSOUND@@$0?CCCCCCCD@@@(-2)
14 784 .\EvtTimer.cpp(194)
11 3256 .?AUCSpawnModel@@(-2)
2 744 .\CScreenFrame.cpp(163)
1 32 .?AUTDFunctionInfo@CTerrainDeformation@@(-2)
1 15876 .?AVCItem@@(-2)
1 80 .?AUCGxPushedRenderState@@(-2)
1 1008 .?AV?$TSExplicitList@UTerrainDataCacheNode@@$0?CCCCCCCD@@@(-2)
1 196 e:\Drive1\temp\buildwar3x\War3\Source\UI/CUnitTip.cpp(100)
1 64 .PAVCSimpleTexture@@(-2)
8 384 .?AV?$TSExplicitList@USIMPLETEXTUREREGHASH@@$0?CCCCCCCD@@@(-2)
4675 261800 .\CGxDevice\CGxDevice.cpp(1181)
8 1184 e:\drive1\temp\buildwar3x\war3\source\unit\CUnit_Enum.cpp(729)
1 32 .PAUTWidgetEnumData@@(-2)
1 48 .?AV?$TSExplicitList@UCIncludedFiles@@$0?CCCCCCCD@@@(-2)
1 316 .?AUDLSOBJECT@@(-2)
11 66300 .?AUFogNode@@(-2)
11 308 .?AUSIMPLETEXTUREREGHASH@@(-2)
11 257 .\CSimpleRender.cpp(119)
19 851276 .?AUUnitDataNode@@(-2)
1 65536 .?AUShadowTexture@@(-2)
5 11540 .?AVCRallyPoint@@(-2)
13 5148 .?AUCAnimLightObj@@(-2)
1 100 .?AUCGxAppRenderState@@(-2)
1 628 e:\drive1\temp\buildwar3x\engine\source\frame\CEditBox.h(168)
8 384 .?AV?$TSExplicitList@USHORTCUTREGNODE@@$0?CCCCCCCD@@@(-2)
1 48 .?AV?$TSExplicitList@UKEYINPUTKEYCODE@@$0?CCCCCCCD@@@(-2)
19 5776 .\IFDFile.cpp(423)
6 823020 .\SFile.cpp(4401)
1 576 e:\drive1\temp\buildwar3x\war3\source\ui\CEscMenuMainPanel.h(169)
12 2784 e:\Drive1\temp\buildwar3x\War3\Source\UI/CInfoPanelGroupButton.cpp(64)
1 52 .\CGameWar3.cpp(4771)
1 1048576 .?AVShadowPixel@@(-2)
1 16 .\CGameWar3.cpp(5027)
2 7176 .?AUSOUNDIDHASH@@(-2)
4030 3209616 .\Interp.cpp(122)
2238 12836 .PAD(-2)
18 5544 .\IFDFile.cpp(402)
1 388 .\CGameUI.cpp(460)
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1 448 .\CGameUI.cpp(392)
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1 3652 .?AVCAbilityStandDown@@(-2)
1 1536 .?AURGN@@(-2)
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1 3588 .?AVCUpgradeAttackEx@@(-2)
1 3012 .?AVCAbilityNagaBuild@@(-2)
1 480 .?AUCHANNELINFO@@(-2)
64 2304 .?AUUSERNAMENODE@@(-2)
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1 1170 .?AUTileSetInfo@@(-2)
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5 340 .?AUSkin@@(-2)
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1 19204 .?AVCAbilitySellItemDynamic@@(-2)
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1 20 .\Engine.cpp(478)
2 80 .?AUHERONAMESUSED@@(-2)
4 26640 .?AUTTechTreeReg@@(-2)
3 216 .\Prop.cpp(54)
6 10200 e:\Drive1\temp\buildwar3x\War3\Source\UI/CInfoPanelBuildingDetail.cpp(494)
2 20488 .?AVCEffectImagePos@@(-2)
1 48 .?AV?$TSExplicitList@UCPlayer@CNetData@@$0?CCCCCCCD@@@(-2)
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4 928 .\CBackdropGenerator.cpp(61)
13 3796 e:\Drive1\temp\buildwar3x\War3\Source\UI/CCommandButton.cpp(558)
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12 49440 .?AUPrefString@@(-2)
2 2752 .?AUCAnimEmitterObj@@(-2)
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1 676 e:\drive1\temp\buildwar3x\war3\source\ui\CChatEditBar.h(37)
1 3076 HTEXTBLOCK(-2)
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1 140 e:\drive1\temp\buildwar3x\war3\source\unit\CCustomData.cpp(185)
1 48 .?AV?$TSExplicitList@UDLSOBJECT@@$0?CCCCCCCD@@@(-2)
68 816 .?AUTriggerActionNode@@(-2)
1 192 .?AV?$TSExplicitList@UFilter2AgentReg@@$0?CCCCCCCD@@@(-2)
5 163860 HMATERIALDATA(-2)
13 2548 e:\Drive1\temp\buildwar3x\War3\Source\UI/CCommandButton.cpp(565)
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1 492 e:\drive1\temp\buildwar3x\war3\source\ui\CChatEditBar.h(70)
1 5892 .?AVCPlayerChatEventReg@@(-2)
1 196 e:\Drive1\temp\buildwar3x\War3\Source\UI/CPortraitButton.cpp(433)
412 7347 e:\Drive1\temp\buildwar3x\War3\Source\UI/CUnitUIManager.cpp(1135)
875 464476 .M(-2)
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2 10880 .?AUPing@@(-2)
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1 48 .?AV?$TSExplicitList@UTerrainImageTextureHash@@$0?CCCCCCCD@@@(-2)
1 304 e:\Drive1\temp\buildwar3x\War3\Source\UI/CResourceBar.cpp(306)
3 240 e:\Drive1\temp\buildwar3x\War3\Source\UI/CToolTipWar3.cpp(50)
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1 104 .?AUMUAnimName@@(-2)
24 8832 e:\Drive1\temp\buildwar3x\War3\Source\UI/CBuffIndicator.cpp(45)
1900 53200 .?AUCODDefaultStringHash@@(-2)
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8 384 .?AV?$TSExplicitList@USIMPLEFONTSTRINGREGHASH@@$0?CCCCCCCD@@@(-2)
26 633 .\CSimpleFrame.cpp(188)
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1 28 e:\Drive1\temp\buildwar3x\War3\Source\UI/CMinimap.cpp(597)
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------------------------------------------------------------------------------
 
Last edited:
Level 28
Joined
Jan 26, 2007
Messages
4,789
Please use [hidden=Error Log] (error log here) [/hidden].
Like this


Anyway, perhaps "Not enough storage is available to process this command." indicates some kind of infinite loop (a computer never has enough room to process infinite stuff).

There are 2 ways to go about solving this on your own:
1) Carefully see when the crashes occur and based on that, check the triggers that are running at that point in time.
2) Disable half the triggers, see if it still crashes. Keep disabling half the ones that cause the crash to pinpoint the trigger that is making it crash.
 
Level 3
Joined
Mar 8, 2013
Messages
26
I believe I may know some triggers which are running at that specific point in time (about the half hour mark).
If you don't mind me putting a bunch of them in here.


  • Zombie Events
    • Events
      • Time - Elapsed game time is 10.00 seconds
    • Conditions
    • Actions
      • Unit - Order Military Gaurdian Tank 0461 <gen> to Hold Position
      • Set ZE = (Center of Region 003 <gen>)
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Unit - Create 10 Viral Infected for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Game - Display to (All players) the text: Millitary: Zombie h...
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Viral Infected for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Viral Infected for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Viral Infected for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Game - Display to (All players) the text: Millitary: Large zo...
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 4 Fungal Flyer for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 4 Fungal Flyer for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 4 Fungal Flyer for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Game - Display to (All players) the text: Millitary: Large Fu...
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Dire Worm for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Dire Worm for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Dire Worm for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Game - Display to (All players) the text: Millitary: Large Di...
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Orange Organic Manifestation for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Orange Organic Manifestation for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Set ZE = (Random point in Infection Core <gen>)
      • Unit - Create 10 Orange Organic Manifestation for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_ZE)
      • Game - Display to (All players) the text: Millitary: Large Or...
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Unit - Create 10 Fungal Spore for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 10 Fungal Spore for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 10 Fungal Spore for Player 12 (Brown) at ZE facing IS
      • AI - Ignore (Last created unit)'s guard position
      • Game - Display to (All players) the text: Millitary: Large fu...
      • Wait (Random real number between 100.00 and 2000.00) seconds

  • Infection Core Structures
    • Events
      • Time - Elapsed game time is 60.00 seconds
    • Conditions
    • Actions
      • Game - Display to (All players) the text: Millitary: We just ...
      • Wait 5.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Unlock Infestation Weak Manifestation
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Unlock Viral Weak Manifestation
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Unlock Fungal Weak Manifestation
      • Wait 121.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Unlock Infestation Manifestation
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Unlock Viral Manifestation
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Unlock Fungal Manifestation
      • Wait 181.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Unlock Infestation Beserker
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Unlock Viral Beserker
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Unlock Viral Beserker
      • Wait 241.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Unlock Infestation Megalith
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Unlock Viral Megalith
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Unlock Fungal Megalith
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Unlock Infestation Slayer
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Unlock Viral Slayer
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Unlock Fungal Slayer
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Armor Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Armor Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Armor Evolution
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Armor Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Armor Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Armor Evolution
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Armor Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Armor Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Armor Evolution
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Weaponry Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Weaponry Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Weaponry Evolution
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Weaponry Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Weaponry Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Weaponry Evolution
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Weaponry Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Weaponry Evolution
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Weaponry Evolution
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Infestation
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Infection
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Spores
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Infestation
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Infection
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Spores
      • Wait 201.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infestation Core Hub)) to research Infestation Core Infestation
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Infection Core Hub)) to research Viral Core Infection
      • Unit - Order (Random unit from (Units owned by Player 12 (Brown) of type Fungal Core Hub)) to research Fungal Core Spores
      • Wait 2.00 seconds
      • Trigger - Turn off (This trigger)

  • Infection Worms
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infested Red Flesh
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infested Flesh
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Organic Host
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Organic Stinger for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Organic Stinger for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Organic Stinger for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Organic Stinger for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Organic Stinger for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Organic Stinger for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Organic Stinger for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infection Core Broodleader
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infested Mass
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infested Dead
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infested Gaurdian
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Dire Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infestation Weak Manifestation
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infestation Manifestation
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infestation Beserker
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infestation Megalith
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infestation Slayer
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infestation Champion Gaurdian
        • Then - Actions
          • Set WS = (Position of (Dying unit))
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Infestation Core Worm for Player 12 (Brown) at WS facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_WS)
        • Else - Actions

  • Infected Buildings Zombies
    • Events
      • Time - Every 31.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Order (Units in (Playable map area)) to train a Organic Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Fungal Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Fungal Champion Gaurdian
      • Unit Group - Order (Units in (Playable map area)) to train a Fungal Beserker
      • Unit Group - Order (Units in (Playable map area)) to train a Fungal Weak Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Fungal Slayer
      • Unit Group - Order (Units in (Playable map area)) to train a Fungal Megalith
      • Unit Group - Order (Units in (Playable map area)) to train a Young One
      • Unit Group - Order (Units in (Playable map area)) to train a Viral Beserker
      • Unit Group - Order (Units in (Playable map area)) to train a Organic Host
      • Unit Group - Order (Units in (Playable map area)) to train a Viral Champion Gaurdian
      • Unit Group - Order (Units in (Playable map area)) to train a Viral Slayer
      • Unit Group - Order (Units in (Playable map area)) to train a Viral Megalith
      • Unit Group - Order (Units in (Playable map area)) to train a Viral Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Viral Weak Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Infestation Beserker
      • Unit Group - Order (Units in (Playable map area)) to train a Infestation Champion Gaurdian
      • Unit Group - Order (Units in (Playable map area)) to train a Infestation Slayer
      • Unit Group - Order (Units in (Playable map area)) to train a Infestation Megalith
      • Unit Group - Order (Units in (Playable map area)) to train a Infestation Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Infestation Weak Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Fungal Flyer
      • Unit Group - Order (Units in (Playable map area)) to train a Orange Organic Manifestation
      • Unit Group - Order (Units in (Playable map area)) to train a Infested Gaurdian
      • Unit Group - Order (Units in (Playable map area)) to train a Dire Worm
      • Unit Group - Order (Units in (Playable map area)) to train a Infested Red Flesh
      • Unit Group - Order (Units in (Playable map area)) to train a Infected Crow

  • Evolution
    • Events
      • Time - Elapsed game time is 600.00 seconds
    • Conditions
    • Actions
      • Player - Set the current research level of Infection Core Infestation to 1 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Strength to 1 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Armor to 1 for Player 12 (Brown)
      • Player - Set the current research level of Viral Infestation to 1 for Player 12 (Brown)
      • Wait 600.00 seconds
      • Player - Set the current research level of Infection Core Infestation to 2 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Strength to 2 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Armor to 2 for Player 12 (Brown)
      • Player - Set the current research level of Viral Infestation to 2 for Player 12 (Brown)
      • Player - Set the current research level of Organic Manifestation Carpace to 1 for Player 12 (Brown)
      • Player - Set the current research level of Organic Manifestation Claws to 1 for Player 12 (Brown)
      • Wait 600.00 seconds
      • Player - Set the current research level of Infection Core Infestation to 3 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Armor to 3 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Strength to 3 for Player 12 (Brown)
      • Player - Set the current research level of Viral Infestation to 3 for Player 12 (Brown)
      • Player - Set the current research level of Infection Concentration to 1 for Player 12 (Brown)
      • Wait 600.00 seconds
      • Player - Set the current research level of Infection Core Infestation to 4 for Player 12 (Brown)
      • Player - Set the current research level of Viral Infestation to 4 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Strength to 4 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Armor to 4 for Player 12 (Brown)
      • Wait 600.00 seconds
      • Player - Set the current research level of Infection Core Infestation to 5 for Player 12 (Brown)
      • Player - Set the current research level of Viral Infestation to 5 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Strength to 5 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Armor to 5 for Player 12 (Brown)
      • Wait 600.00 seconds
      • Player - Set the current research level of Infection Core Infestation to 6 for Player 12 (Brown)
      • Player - Set the current research level of Viral Infestation to 6 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Strength to 6 for Player 12 (Brown)
      • Player - Set the current research level of Unholy Armor to 6 for Player 12 (Brown)
      • Wait 2.00 seconds
      • Trigger - Turn off (This trigger)

  • Infection
    • Events
      • Unit - A unit owned by Player 11 (Dark Green) Dies
      • Unit - A unit owned by Player 1 (Red) Dies
      • Unit - A unit owned by Player 4 (Purple) Dies
      • Unit - A unit owned by Player 2 (Blue) Dies
      • Unit - A unit owned by Player 3 (Teal) Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Killing unit)) Equal to Player 12 (Brown)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Triggering unit)) Equal to Villager (Male)
              • (Unit-type of (Triggering unit)) Equal to Constructor
              • (Unit-type of (Triggering unit)) Equal to Advanced Constructor
              • (Unit-type of (Triggering unit)) Equal to Priest
              • (Unit-type of (Triggering unit)) Equal to Fortification Constructor
              • (Unit-type of (Triggering unit)) Equal to Harvester
        • Then - Actions
          • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
          • Wait 1.00 seconds
          • Special Effect - Destroy (Last created special effect)
          • Wait 10.00 seconds
          • Set IP = (Position of (Dying unit))
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at IP facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_IP)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Triggering unit)) Equal to Villager (Female)
            • Then - Actions
              • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
              • Wait 1.00 seconds
              • Special Effect - Destroy (Last created special effect)
              • Wait 10.00 seconds
              • Set IP = (Position of (Dying unit))
              • Unit - Create 1 Infested Flesh for Player 12 (Brown) at IP facing Default building facing degrees
              • AI - Ignore (Last created unit)'s guard position
              • Custom script: call RemoveLocation(udg_IP)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Unit-type of (Triggering unit)) Equal to Gaurdsman Armored Footman
                      • (Unit-type of (Triggering unit)) Equal to Millita Footman
                      • (Unit-type of (Triggering unit)) Equal to Paladin Footman
                      • (Unit-type of (Triggering unit)) Equal to Millitary Border Gaurd Footman
                      • (Unit-type of (Triggering unit)) Equal to Omata Footman
                      • (Unit-type of (Triggering unit)) Equal to Millitary Sector Commander
                      • (Unit-type of (Triggering unit)) Equal to Millitary Border Gaurd Captain
                      • (Unit-type of (Triggering unit)) Equal to Elite Footman
                      • (Unit-type of (Triggering unit)) Equal to Trikitan Crusader
                      • (Unit-type of (Triggering unit)) Equal to Defensive Defender
                      • (Unit-type of (Triggering unit)) Equal to Offensive Soldier
                      • (Unit-type of (Triggering unit)) Equal to Heavy Defensive Knight
                      • (Unit-type of (Triggering unit)) Equal to Heavy Offensive Knight
                • Then - Actions
                  • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                  • Wait 1.00 seconds
                  • Special Effect - Destroy (Last created special effect)
                  • Wait 10.00 seconds
                  • Set IP = (Position of (Dying unit))
                  • Unit - Create 1 Malformed Infestation for Player 12 (Brown) at IP facing Default building facing degrees
                  • AI - Ignore (Last created unit)'s guard position
                  • Custom script: call RemoveLocation(udg_IP)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Unit-type of (Triggering unit)) Equal to Trained Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Veteran Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Infection Task Force
                          • (Unit-type of (Triggering unit)) Equal to Millita Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Millita Archer
                          • (Unit-type of (Triggering unit)) Equal to Marksman Archer
                          • (Unit-type of (Triggering unit)) Equal to Ranger Archer
                          • (Unit-type of (Triggering unit)) Equal to Paralora Ranger
                          • (Unit-type of (Triggering unit)) Equal to Millitary Border Guard Archer
                          • (Unit-type of (Triggering unit)) Equal to Elite Archer
                          • (Unit-type of (Triggering unit)) Equal to Elite Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Defensive Archer
                          • (Unit-type of (Triggering unit)) Equal to Offensive Archer
                    • Then - Actions
                      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                      • Wait 1.00 seconds
                      • Special Effect - Destroy (Last created special effect)
                      • Wait 10.00 seconds
                      • Set IP = (Position of (Dying unit))
                      • Unit - Create 1 Fungal Spore for Player 12 (Brown) at IP facing Default building facing degrees
                      • AI - Ignore (Last created unit)'s guard position
                      • Custom script: call RemoveLocation(udg_IP)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Unit-type of (Triggering unit)) Equal to Knight
                              • (Unit-type of (Triggering unit)) Equal to Rapid Response Knight
                              • (Unit-type of (Triggering unit)) Equal to Squire Knight
                              • (Unit-type of (Triggering unit)) Equal to Elite Knight
                        • Then - Actions
                          • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                          • Wait 1.00 seconds
                          • Special Effect - Destroy (Last created special effect)
                          • Wait 10.00 seconds
                          • Set IP = (Position of (Dying unit))
                          • Unit - Create 1 Horse Monstrosity for Player 12 (Brown) at IP facing Default building facing degrees
                          • AI - Ignore (Last created unit)'s guard position
                          • Custom script: call RemoveLocation(udg_IP)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Unit-type of (Triggering unit)) Equal to Infection Task Force Commander
                                  • (Unit-type of (Triggering unit)) Equal to Marksman
                                  • (Unit-type of (Triggering unit)) Equal to Battle Mage
                                  • (Unit-type of (Triggering unit)) Equal to Swordsmaster
                            • Then - Actions
                              • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                              • Wait 1.00 seconds
                              • Special Effect - Destroy (Last created special effect)
                              • Wait 10.00 seconds
                              • Set IP = (Position of (Dying unit))
                              • Unit - Create 1 Infection Core Broodleader for Player 12 (Brown) at IP facing Default building facing degrees
                              • AI - Ignore (Last created unit)'s guard position
                              • Custom script: call RemoveLocation(udg_IP)
                            • Else - Actions

  • Control Point Map Infection
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 12 (Brown)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Entering unit)) Equal to Infected Karika Control Point
        • Then - Actions
          • Game - Display to (All players) the text: Millitary: We just ...
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Karika Town <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Entering unit)) Equal to Infected Omata Control Point
        • Then - Actions
          • Game - Display to (All players) the text: Millitary: We just ...
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Omata Village <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Entering unit)) Equal to Infected Paralora Control Point
        • Then - Actions
          • Game - Display to (All players) the text: Millitary: We just ...
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Paralora City <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Entering unit)) Equal to Infected Stikra Control Point
        • Then - Actions
          • Game - Display to (All players) the text: Millitary: We just ...
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Fungal Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Infected Pod for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Infested Mass for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
          • Set CPMI = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Tentacle Growth for Player 12 (Brown) at CPMI facing CPMI
          • Custom script: call RemoveLocation(udg_CPMI)
        • Else - Actions

  • Control Point Bonuses
    • Events
      • Time - Every 120.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Infected Paralora Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 5 to Player 12 (Brown) Current gold
          • Player - Add 5 to Player 12 (Brown) Current lumber
          • Set CPB = (Center of Paralora City <gen>)
          • Unit - Create 6 Organic Manifestation for Player 12 (Brown) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Punished One for Player 12 (Brown) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Paralora Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 200 to Player 1 (Red) Current gold
          • Player - Add 200 to Player 2 (Blue) Current gold
          • Player - Add 200 to Player 3 (Teal) Current gold
          • Player - Add 200 to Player 4 (Purple) Current gold
          • Player - Add 200 to Player 4 (Purple) Current lumber
          • Player - Add 200 to Player 3 (Teal) Current lumber
          • Player - Add 200 to Player 2 (Blue) Current lumber
          • Player - Add 200 to Player 1 (Red) Current lumber
          • Set CPB = (Center of Paralora City <gen>)
          • Unit - Create 1 Paralora Ranger for Player 11 (Dark Green) at CPB facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit Group - Add (Last created unit) to CivilianArmy1
          • Unit - Create 1 Paralora Ranger for Player 11 (Dark Green) at CPB facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit Group - Add (Last created unit) to CivilianArmy1
          • Unit - Create 1 Paralora Ranger for Player 11 (Dark Green) at CPB facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit Group - Add (Last created unit) to CivilianArmy1
          • Unit - Create 1 Paralora Ranger for Player 11 (Dark Green) at CPB facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Unit Group - Add (Last created unit) to CivilianArmy1
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Infected Stikra Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 10 to Player 12 (Brown) Current lumber
          • Set CPB = (Center of Stikra Town <gen>)
          • Unit - Create 4 Organic Manifestation for Player 12 (Brown) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Stikra Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 400 to Player 1 (Red) Current lumber
          • Player - Add 400 to Player 2 (Blue) Current lumber
          • Player - Add 400 to Player 3 (Teal) Current lumber
          • Player - Add 400 to Player 4 (Purple) Current lumber
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Infected Karika Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 10 to Player 12 (Brown) Current gold
          • Set CPB = (Center of Karika Town <gen>)
          • Unit - Create 4 Organic Manifestation for Player 12 (Brown) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Karika Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 400 to Player 1 (Red) Current gold
          • Player - Add 400 to Player 2 (Blue) Current gold
          • Player - Add 400 to Player 3 (Teal) Current gold
          • Player - Add 400 to Player 4 (Purple) Current gold
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Infected Omata Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 5 to Player 12 (Brown) Current gold
          • Unit - Create 4 Organic Manifestation for Player 12 (Brown) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Omata Control Point))) Equal to 1
        • Then - Actions
          • Player - Add 100 to Player 1 (Red) Current gold
          • Player - Add 100 to Player 2 (Blue) Current gold
          • Player - Add 100 to Player 3 (Teal) Current gold
          • Player - Add 100 to Player 4 (Purple) Current gold
          • Set CPB = (Center of Omata Village <gen>)
          • Unit - Create 1 Omata Footman for Player 11 (Dark Green) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Unit Group - Add (Last created unit) to CivilianArmy1
          • Unit - Create 1 Omata Footman for Player 11 (Dark Green) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Unit Group - Add (Last created unit) to CivilianArmy1
          • Unit - Create 1 Omata Footman for Player 11 (Dark Green) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Unit Group - Add (Last created unit) to CivilianArmy1
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Outpost Alpha))) Equal to 1
        • Then - Actions
          • Set CPB = (Center of Outpost Alpha <gen>)
          • Unit - Create 1 Millitary Border Guard Archer for Player 11 (Dark Green) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Millitary Border Gaurd Footman for Player 11 (Dark Green) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Fort Dunstad))) Equal to 1
        • Then - Actions
          • Set CPB = (Center of Fort Dunstad <gen>)
          • Unit - Create 1 Millitary Border Guard Archer for Player 11 (Dark Green) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Millitary Border Gaurd Footman for Player 11 (Dark Green) at CPB facing CPB
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions

  • Infected Control Point
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
      • Unit - A unit owned by Player 11 (Dark Green) Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infected Stikra Control Point
        • Then - Actions
          • Set CPB = (Center of Stikra Town <gen>)
          • Unit - Create 1 Stikra Control Point for Player 11 (Dark Green) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Stikra r...
          • Wait 5.00 seconds
          • Set CPB = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Set CPB = (Random point in Stikra Town <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Attempti...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infected Paralora Control Point
        • Then - Actions
          • Set CPB = (Center of Paralora City <gen>)
          • Unit - Create 1 Paralora Control Point for Player 11 (Dark Green) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Paralora...
          • Wait 5.00 seconds
          • Set CPB = (Random point in Paralora City <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Set CPB = (Random point in Paralora City <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Attempti...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infected Omata Control Point
        • Then - Actions
          • Set CPB = (Center of Omata Village <gen>)
          • Unit - Create 1 Omata Control Point for Player 11 (Dark Green) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Omata re...
          • Wait 5.00 seconds
          • Set CPB = (Random point in Omata Village <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Set CPB = (Random point in Omata Village <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Attempti...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Infected Karika Control Point
        • Then - Actions
          • Set CPB = (Center of Karika Town <gen>)
          • Unit - Create 1 Karika Control Point for Player 11 (Dark Green) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Karika r...
          • Wait 5.00 seconds
          • Set CPB = (Random point in Karika Town <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Set CPB = (Random point in Karika Town <gen>)
          • Unit - Create 1 Millitary Control Constructor for Player 11 (Dark Green) at CPB facing CPB
          • Unit - Order (Last created unit) to build a Millitary Control Tower at CPB
          • Custom script: call RemoveLocation(udg_CPB)
          • Game - Display to (All players) the text: Millitary: Attempti...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Karika Control Point
        • Then - Actions
          • Set CPB = (Center of Karika Town <gen>)
          • Unit - Create 1 Infected Karika Control Point for Player 12 (Brown) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Omata Control Point
        • Then - Actions
          • Set CPB = (Center of Omata Village <gen>)
          • Unit - Create 1 Infected Omata Control Point for Player 12 (Brown) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Paralora Control Point
        • Then - Actions
          • Set CPB = (Center of Paralora City <gen>)
          • Unit - Create 1 Infected Paralora Control Point for Player 12 (Brown) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Stikra Control Point
        • Then - Actions
          • Set CPB = (Center of Stikra Town <gen>)
          • Unit - Create 1 Infected Stikra Control Point for Player 12 (Brown) at CPB facing CPB
          • Custom script: call RemoveLocation(udg_CPB)
        • Else - Actions

  • Millitary Research
    • Events
      • Time - Elapsed game time is 195.00 seconds
    • Conditions
    • Actions
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Melee Weapons
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Ranged Weapons
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Unit Armor
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Structure Weapon Research
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Structure Armor Research
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Melee Weapons
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Ranged Weapons
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Unit Armor
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Structure Weapon Research
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Structure Armor Research
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Melee Weapons
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Ranged Weapons
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Unit Armor
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Structure Weapon Research
      • Wait 301.00 seconds
      • Unit - Order (Random unit from (Units owned by Player 11 (Dark Green) of type Millitary Radar/Upgrade Station)) to research Millitary Structure Armor Research
      • Wait 301.00 seconds
      • Game - Display to (All players) the text: Millitary: All rese...



Probably the one which may or may not be causing it in my opinon
  • Advanced Experimental Attack
    • Events
      • Time - Every 0.09 seconds of game time
    • Conditions
    • Actions
      • Set ADE = (Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 11 (Dark Green))))))
      • Unit - Order (Random unit from (Random 2 units from (Units in (Playable map area) matching (((Current order of (Matching unit)) Equal to (Order(none))) and ((Owner of (Matching unit)) Equal to Player 12 (Brown)))))) to Attack-Move To (Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 11 (Dark Green))))))
      • Custom script: call RemoveLocation(udg_ADE)

There is about 6 more so when someone posts I will place those ones in.
 
Last edited:
Level 3
Joined
Mar 8, 2013
Messages
26
Can you give me an example of how to loop? It would be much appreciated. Here is more of the triggers by the way and I am not putting the map initialization ones in as I doubt they will fit.
  • Extra Zombies
    • Events
      • Time - Every (Random real number between 70.00 and 200.00) seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
        • Then - Actions
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
          • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
          • (Player 2 (Blue) slot status) Equal to Is playing
          • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
          • Wait 4.00 seconds
          • Set EZ = (Center of Infection Core <gen>)
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at EZ facing EZ
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_EZ)
        • Else - Actions

  • Zombie Boss Event 1
    • Events
      • Time - Elapsed game time is (Random real number between 2000.00 and 3000.00) seconds
    • Conditions
    • Actions
      • Game - Display to (All players) the text: The Fungal Destroye...
      • Set EZ = (Center of Infection Core <gen>)
      • Unit - Create 1 The Fungal Destroyer for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Unit - Create 1 Fungal Doom for Player 12 (Brown) at EZ facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_EZ)


  • Human Event 1
    • Events
      • Time - Elapsed game time is 10.00 seconds
    • Conditions
    • Actions
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Set HE = (Center of Region 001 <gen>)
      • Unit - Create 7 Millita Footman for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 4 Millita Rifleman for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_HE)
      • Game - Display to (All players) the text: A small army of mil...
      • Wait 5.00 seconds
      • Unit Group - Pick every unit in Millita and do (Unit - Order (Picked unit) to Attack-Move To (Random point in (Playable map area)))
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Game - Display to (All players) the text: Millitary: Millita ...
      • Set HE = (Center of Region 001 <gen>)
      • Unit - Create 2 Millita Footman for Player 1 (Red) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Millita Rifleman for Player 1 (Red) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Millita Footman for Player 2 (Blue) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Millita Rifleman for Player 2 (Blue) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Millita Footman for Player 3 (Teal) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Millita Rifleman for Player 3 (Teal) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Millita Footman for Player 4 (Purple) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Millita Rifleman for Player 4 (Purple) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_HE)
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Game - Display to (All players) the text: Millitary: A supply...
      • Player - Add 5000 to Player 1 (Red) Current gold
      • Player - Add 5000 to Player 2 (Blue) Current gold
      • Player - Add 5000 to Player 3 (Teal) Current gold
      • Player - Add 5000 to Player 4 (Purple) Current gold
      • Player - Add 5000 to Player 4 (Purple) Current lumber
      • Player - Add 5000 to Player 3 (Teal) Current lumber
      • Player - Add 5000 to Player 1 (Red) Current lumber
      • Player - Add 5000 to Player 2 (Blue) Current lumber
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Game - Display to (All players) the text: Millitary: Some Eli...
      • Set HE = (Center of Region 001 <gen>)
      • Unit - Create 2 Elite Footman for Player 1 (Red) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Elite Rifleman for Player 1 (Red) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Elite Footman for Player 2 (Blue) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Elite Rifleman for Player 2 (Blue) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Elite Footman for Player 3 (Teal) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Elite Rifleman for Player 3 (Teal) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Elite Footman for Player 4 (Purple) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 2 Elite Rifleman for Player 4 (Purple) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_HE)
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Set HE = (Center of Region 001 <gen>)
      • Unit - Create 1 Millitary Scout for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 1 Millitary Scout for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 1 Millitary Scout for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Unit - Create 1 Millitary Scout for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_HE)
      • Game - Display to (All players) the text: Millitary: Allied r...
      • Wait (Random real number between 100.00 and 2000.00) seconds
      • Game - Display to (All players) the text: Millitary: We just ...
      • Set HE = (Center of Region 001 <gen>)
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Wait 2.00 seconds
      • Unit - Create 1 Trikitan Crusader for Player 11 (Dark Green) at HE facing HE
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_HE)

  • Zombie Hero Dead
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Zombielord
    • Actions
      • Wait 300.00 seconds
      • Hero - Instantly revive (Triggering unit) at (Center of Zombie Lord <gen>), Show revival graphics
      • Game - Display to (All players) the text: The Zombielord has ...
      • Hero - Learn skill for (Triggering unit): Plague Beetles
      • Hero - Learn skill for (Triggering unit): Plague Beetles
      • Hero - Learn skill for (Triggering unit): Plague Beetles
      • Hero - Create Tome of Knowledge and give it to (Triggering unit)
      • Hero - Create Tome of Knowledge and give it to (Triggering unit)
      • Hero - Learn skill for (Triggering unit): Infection Coil
      • Hero - Learn skill for (Triggering unit): Infection Coil
      • Hero - Learn skill for (Triggering unit): Infection Coil
      • Hero - Add 3562 experience to (Triggering unit), Hide level-up graphics
      • Hero - Learn skill for (Triggering unit): Radiant Infection
      • Hero - Learn skill for (Triggering unit): Radiant Infection
      • Hero - Learn skill for (Triggering unit): Radiant Infection
      • Hero - Learn skill for (Triggering unit): Infestation Spike
      • Hero - Learn skill for (Triggering unit): Infestation Spike
      • Hero - Learn skill for (Triggering unit): Infestation Spike

  • House Income
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 1 (Red) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 1 (Red))) to Player 1 (Red) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 1 (Red))) to Player 2 (Blue) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 1 (Red))) to Player 3 (Teal) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 1 (Red))) to Player 4 (Purple) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 2 (Blue))) to Player 1 (Red) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 2 (Blue))) to Player 2 (Blue) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 2 (Blue))) to Player 3 (Teal) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 2 (Blue))) to Player 4 (Purple) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 3 (Teal))) to Player 1 (Red) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 3 (Teal))) to Player 2 (Blue) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 3 (Teal))) to Player 3 (Teal) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 3 (Teal))) to Player 4 (Purple) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 4 (Purple))) to Player 1 (Red) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 4 (Purple))) to Player 2 (Blue) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 4 (Purple))) to Player 3 (Teal) Current gold
          • Player - Add (10 x (Number of living Supply Depot units owned by Player 4 (Purple))) to Player 4 (Purple) Current gold
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 2 (Blue) Current gold
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 3 (Teal) Current gold
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 4 (Purple) Current gold
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 2 (Blue) Current lumber
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 1 (Red) Current lumber
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 3 (Teal) Current lumber
          • Player - Add (20 x (Number of living House units owned by Player 11 (Dark Green))) to Player 4 (Purple) Current lumber
        • Else - Actions
 
Last edited:
Level 28
Joined
Jan 26, 2007
Messages
4,789
Please use [hidden=Error Log] (error log here) [/hidden].
Like this
Seriously: do this. Edit your posts right now and do this.
Hide the triggers, hide the error log. I don't mind you posting triggers, but they're clogging up the thread like this.
It's best if you use 1 hidden-tag per trigger.


Anyway, judging from the events: none of that causes an infinite loop (but it might not be an infinite loop error :p).
The problem is of course that it crashes 30 minutes into the game, so it's hard to test for that.

I don't think the problem with your triggers is loops per se, but rather that you don't use any arrayed variables to make the game run automatically: you have to do everything manually, which makes the triggers bigger.
An example of using arrayed variables is something like this:
Setup:
  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set UnitType[1] = Footman
      • Set UnitType[2] = Rifleman
      • Set UnitType[3] = Knight
Spawn:
  • Spawn
    • Events
      • Time - Every 15.00 seconds of game time
    • Conditions
    • Actions
      • Set CurrentLevel = (CurrentLevel + 1)
      • Set TempLoc1 = (Center of (Playable map area))
      • Unit - Create 1 UnitType[CurrentLevel] for Player 1 (Red) at TempLoc1 facing Default building facing degrees
      • Custom script: call RemoveLocation( udg_TempLoc1 )
      • Custom script: set udg_TempLoc1 = null
With this, all the spawns in the entire game can be automated.
 
Level 3
Joined
Mar 8, 2013
Messages
26
Ok I will try that thanks for the advice, and I think I may know what might be causing the infinite loop but it is a bit off, that Advanced Experimental Attack is happening every 0.09 seconds which may be causing the infinite loop. Either that or the Control Point, because by the time it gets to 30 minutes in all towns and structures have been infected this means that every single one is producing a unit and those Control Point's are spawning extra units at each town every 120 seconds. Then the core infection structures up the top are also producing units (they are only able to get up to the third unit type the berserker before it crashes) And I will see if I can hide those triggers for you.
Triggers and error log hidden, if you can give me an example of an arrayed version of one of the triggers I put up there that would be extremely helpful.
There is a serious amount of buildings, there is 4 towns about 14 in one 10 in another and about 9 and 10 in the other two. Each one of these buildings are either houses or minor strategic, which means they spawn extra zombies. There is only 3 minor strategics which spawn 4 zombies every 2 minutes, then there is the control points which do the exact same thing and every house and building trains another zombie. So there is about 52 or so zombies being spawned every 4 minutes. You think that could be a problem?
Another question, what about for the Infection trigger? Do I do a similar thing to what you did in that example or do I do something else?
When a town gets infected aka its control point gets destroyed it spawns about 7 more structures which spawn even more zombies so yeah I think there may be too many zombies.
 
Last edited:
Level 3
Joined
Mar 8, 2013
Messages
26
If paracetamol is a tool then nope but if your referring to the drug then nope, I don't think my computer has an intake slot for that.
Anyway some background on the situation, I never got this issue until I added in that Advanced Experimental Attack trigger, it was there as a replacement for 20000 acquisition range so my guess is that its something to do with that.
I will attempt a test with it off, I should get results in the next quarter of an hour or so whenever it decides to start sending out slayer infected.
 
Last edited:
Level 28
Joined
Jan 26, 2007
Messages
4,789
that Advanced Experimental Attack is happening every 0.09 seconds which may be causing the infinite loop.
That's not an infinite loop: infinite loops are generally created when a trigger fires its own event.
  • Infinite Loop
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
That's just an example, there are multiple ways that this can happen.
If that trigger is activated once, it will instantly crash the game.

That trigger (Advanced Experimental Attack) does still leak quite a bit, and running it every 0.09 seconds should slow down the game, but then you'd have to notice some lag before the crash.
That's actually the most amount of leaks I've seen in just 3 actions: 7 leaks with 3 actions, and you even tried to remove the leaks with that one :p.
Many unit group/player group leaks, also a location leak (because you didn't actually use the location variable).
You most definitely have to change this.

So there is about 52 or so zombies being spawned every 4 minutes. You think that could be a problem?
It's just problematic because Warcraft isn't meant to have a high number of units on the map at one time.
The movement gets buggy (you probably noticed this already), the game starts to slow down, they start ignoring orders.
Instead of creating many zombies, focus on making the zombies stronger.
What about 13 strong zombies instead of 52 weaklings? Or 4 strong ones and a few weaker ones.

if you can give me an example of an arrayed version of one of the triggers I put up there that would be extremely helpful.
The trigger "Infection", for example, can be changed quite drastically (right now it also has 1 location leak and a possible special effect leak every time it fires, in addition to using "Dying Unit" after a wait which might bug).
In case you're not using the value "Stats - Point Value" in the object editor yet, you turn that trigger into this:
  • Infection
    • Events
      • Unit - A unit owned by Player 11 (Dark Green) Dies
      • Unit - A unit owned by Player 1 (Red) Dies
      • Unit - A unit owned by Player 4 (Purple) Dies
      • Unit - A unit owned by Player 2 (Blue) Dies
      • Unit - A unit owned by Player 3 (Teal) Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Killing unit)) Equal to Player 12 (Brown)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Triggering unit)) Equal to Villager (Male)
              • (Unit-type of (Triggering unit)) Equal to Constructor
              • (Unit-type of (Triggering unit)) Equal to Advanced Constructor
              • (Unit-type of (Triggering unit)) Equal to Priest
              • (Unit-type of (Triggering unit)) Equal to Fortification Constructor
              • (Unit-type of (Triggering unit)) Equal to Harvester
        • Then - Actions
          • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
          • Wait 1.00 seconds
          • Special Effect - Destroy (Last created special effect)
          • Wait 10.00 seconds
          • Set IP = (Position of (Dying unit))
          • Unit - Create 1 Viral Infected for Player 12 (Brown) at IP facing Default building facing degrees
          • AI - Ignore (Last created unit)'s guard position
          • Custom script: call RemoveLocation(udg_IP)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Triggering unit)) Equal to Villager (Female)
            • Then - Actions
              • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
              • Wait 1.00 seconds
              • Special Effect - Destroy (Last created special effect)
              • Wait 10.00 seconds
              • Set IP = (Position of (Dying unit))
              • Unit - Create 1 Infested Flesh for Player 12 (Brown) at IP facing Default building facing degrees
              • AI - Ignore (Last created unit)'s guard position
              • Custom script: call RemoveLocation(udg_IP)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Unit-type of (Triggering unit)) Equal to Gaurdsman Armored Footman
                      • (Unit-type of (Triggering unit)) Equal to Millita Footman
                      • (Unit-type of (Triggering unit)) Equal to Paladin Footman
                      • (Unit-type of (Triggering unit)) Equal to Millitary Border Gaurd Footman
                      • (Unit-type of (Triggering unit)) Equal to Omata Footman
                      • (Unit-type of (Triggering unit)) Equal to Millitary Sector Commander
                      • (Unit-type of (Triggering unit)) Equal to Millitary Border Gaurd Captain
                      • (Unit-type of (Triggering unit)) Equal to Elite Footman
                      • (Unit-type of (Triggering unit)) Equal to Trikitan Crusader
                      • (Unit-type of (Triggering unit)) Equal to Defensive Defender
                      • (Unit-type of (Triggering unit)) Equal to Offensive Soldier
                      • (Unit-type of (Triggering unit)) Equal to Heavy Defensive Knight
                      • (Unit-type of (Triggering unit)) Equal to Heavy Offensive Knight
                • Then - Actions
                  • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                  • Wait 1.00 seconds
                  • Special Effect - Destroy (Last created special effect)
                  • Wait 10.00 seconds
                  • Set IP = (Position of (Dying unit))
                  • Unit - Create 1 Malformed Infestation for Player 12 (Brown) at IP facing Default building facing degrees
                  • AI - Ignore (Last created unit)'s guard position
                  • Custom script: call RemoveLocation(udg_IP)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Unit-type of (Triggering unit)) Equal to Trained Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Veteran Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Infection Task Force
                          • (Unit-type of (Triggering unit)) Equal to Millita Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Millita Archer
                          • (Unit-type of (Triggering unit)) Equal to Marksman Archer
                          • (Unit-type of (Triggering unit)) Equal to Ranger Archer
                          • (Unit-type of (Triggering unit)) Equal to Paralora Ranger
                          • (Unit-type of (Triggering unit)) Equal to Millitary Border Guard Archer
                          • (Unit-type of (Triggering unit)) Equal to Elite Archer
                          • (Unit-type of (Triggering unit)) Equal to Elite Rifleman
                          • (Unit-type of (Triggering unit)) Equal to Defensive Archer
                          • (Unit-type of (Triggering unit)) Equal to Offensive Archer
                    • Then - Actions
                      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                      • Wait 1.00 seconds
                      • Special Effect - Destroy (Last created special effect)
                      • Wait 10.00 seconds
                      • Set IP = (Position of (Dying unit))
                      • Unit - Create 1 Fungal Spore for Player 12 (Brown) at IP facing Default building facing degrees
                      • AI - Ignore (Last created unit)'s guard position
                      • Custom script: call RemoveLocation(udg_IP)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Unit-type of (Triggering unit)) Equal to Knight
                              • (Unit-type of (Triggering unit)) Equal to Rapid Response Knight
                              • (Unit-type of (Triggering unit)) Equal to Squire Knight
                              • (Unit-type of (Triggering unit)) Equal to Elite Knight
                        • Then - Actions
                          • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                          • Wait 1.00 seconds
                          • Special Effect - Destroy (Last created special effect)
                          • Wait 10.00 seconds
                          • Set IP = (Position of (Dying unit))
                          • Unit - Create 1 Horse Monstrosity for Player 12 (Brown) at IP facing Default building facing degrees
                          • AI - Ignore (Last created unit)'s guard position
                          • Custom script: call RemoveLocation(udg_IP)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Unit-type of (Triggering unit)) Equal to Infection Task Force Commander
                                  • (Unit-type of (Triggering unit)) Equal to Marksman
                                  • (Unit-type of (Triggering unit)) Equal to Battle Mage
                                  • (Unit-type of (Triggering unit)) Equal to Swordsmaster
                            • Then - Actions
                              • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                              • Wait 1.00 seconds
                              • Special Effect - Destroy (Last created special effect)
                              • Wait 10.00 seconds
                              • Set IP = (Position of (Dying unit))
                              • Unit - Create 1 Infection Core Broodleader for Player 12 (Brown) at IP facing Default building facing degrees
                              • AI - Ignore (Last created unit)'s guard position
                              • Custom script: call RemoveLocation(udg_IP)
                            • Else - Actions
  • Add this to init
    • Actions
      • Set UnitType[1] = Viral Infected
      • Set UnitType[2] = Infested Flesh
      • Set UnitType[3] = Malformed Infestation
      • Set UnitType[4] = Fungal Spore
      • Set UnitType[5] = Infection Core Broodleader
  • Infection
    • Events
      • Unit - A unit owned by Player 11 (Dark Green) Dies
      • Unit - A unit owned by Player 1 (Red) Dies
      • Unit - A unit owned by Player 4 (Purple) Dies
      • Unit - A unit owned by Player 2 (Blue) Dies
      • Unit - A unit owned by Player 3 (Teal) Dies
    • Conditions
      • (Owner of (Killing unit)) Equal to Player 12 (Brown)
    • Actions
      • Custom script: local integer udg_TempInt = 0
      • For each (Integer LoopInt) from 1 to 5, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Point-value of (Triggering unit)) Equal to LoopInt
            • Then - Actions
              • Set TempLoc1 = (Position of (Triggering unit))
              • Special Effect - Create a special effect at TempLoc1 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_TempLoc1)
              • Set TempInt = LoopInt
            • Else - Actions
      • Wait 5.00 seconds
      • Custom script: if udg_TempInt > 0 then
      • Set TempLoc1 = (Position of (Triggering unit))
      • Unit - Create 1 UnitType[TempInt] for Player 1 (Red) at TempLoc1 facing Default building facing degrees
      • AI - Ignore (Last created unit)'s guard position
      • Custom script: call RemoveLocation(udg_TempLoc1)
      • Custom script: endif
I admit: it's a bit more JASS in there, but that's only because GUI is a bit stupid sometimes.
 
Level 3
Joined
Mar 8, 2013
Messages
26
So how would I get the zombies on the map to stop standing around and actually attack something? That Advanced Attack trigger is the only trigger allowing them to actually do that. And damn I swear I plugged the leaks.
Currently in my map I have noticed a bunch of problems:
1. Lag every few seconds possibly caused by triggers firing.
2. Lag every time a human unit dies same thing as 1. I bet.
3. Every 2 minutes possibly the Control Points firing.
4. Every time a zombie paths to a unit.
5. Every time that advanced zombie attack trigger fires.
6. Just then I noticed a blight being connected even though its not supposed to from a infected tower out in the wilderness to a house in a town.
I am testing my map right now without that Advanced Attack trigger on, it has lasted longer than expected about 40 minutes now.
What is causing this line of blight to come out of infected towers up to the top of the map? Is it because they are too close to the bottom?
I have managed to reach the Slayer line of units now, I think I may of confirmed my theory about the Advanced Attack trigger causing the crashes, its possible that its because of those 7 leaks you mentioned. I really need to get a new one, only problem I don't know how to make a better one.
1 hour in and still no crash, so its obviously that Advanced Attack (don't think it's advanced anymore). I'm going to go to bed now I will work on this triggers and such in the morning, looks like I've got my work cut out for me, a new way of getting the zombies to attack units when their order is none would be very much appreciated. Thanks for the help.
The lag on my map has gotten really extreme, may be that 400 or so zombies.
 
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Level 28
Joined
Jan 26, 2007
Messages
4,789
I'll put this question at the top: do you have abilities with many levels (like over 40 or something)?


Every time you use a unit group / player group, you generate a leak.
So let's look at that trigger and break it down:
  • Advanced Experimental Attack
    • Events
      • Time - Every 0.09 seconds of game time
    • Conditions
    • Actions
      • Set ADE = (Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 11 (Dark Green))))))
      • Unit - Order (Random unit from (Random 2 units from (Units in (Playable map area) matching (((Current order of (Matching unit)) Equal to (Order(none))) and ((Owner of (Matching unit)) Equal to Player 12 (Brown)))))) to Attack-Move To (Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 11 (Dark Green))))))
      • Custom script: call RemoveLocation(udg_ADE)
  • Set ADE = (Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 11 (Dark Green))))))
Leaks:
  • "Random unit from (...)",
  • "All allies of (...)".

  • Unit - Order (Random unit from (Random 2 units from (Units in (Playable map area) matching (((Current order of (Matching unit)) Equal to (Order(none))) and ((Owner of (Matching unit)) Equal to Player 12 (Brown)))))) to Attack-Move To (Position of (Random unit from (Units in (Playable map area) owned by (Random player from (All allies of Player 11 (Dark Green))))))
Leaks:
  • "Random unit from (...)",
  • "Random 2 units from (...)",
  • "Position of (...)",
  • "Random unit from (...)",
  • "All allies of (...)".
If you use the variable ("ADE") there instead of re-creating the entire mess, then there would be 4 leaks (that's 3 less).
The problem is that you're not just picking all zombies that have no order: you pick a random one out of the bunch.

The lag on my map has gotten really extreme, may be that 400 or so zombies.
You should definitely put a maximum on that :/.
Maybe something like this: if there are over 100 zombies, stop spawning them. Instead, make the zombies evolve (get stronger) every interval, until the zombie count gets below 80-90 or whatever.
Additionally, if you decrease the value "Pathing - Collision Size" for the zombies, then their movement will be better (and I think they'll be less likely to lose their order).

General Notes:

Variables
I've seen you use a lot of variables with 'strange' names. One example would be in the trigger at the top of this post: "ADE".
It seems like you only use those kind of variables in one trigger. I'm against that.
I prefer having a couple of variables that you use in all your triggers, and that you remove all variables with names like that.
Those variables are always called "TempVarnameX" (e.g.: "TempLoc1", "TempUnit1", "TempGroup1") in my triggers. By doing that, you can decrease the amount of variables you use and it just looks more organized.

Leaks
Though you've removed most location leaks, there are still a lot of unit-/player group leaks that remain.
An example in the trigger "Infection Core Structures": "Random unit from (Units owned by Player 12 (Brown)". That's a leak.
I've also seen some laziness leaks, such as in the trigger "Human Event 1": "Attack-Move To (Random point in (Playable map area)))". Location leak.
Most of those leaks aren't as important (they're not spammed), but do watch out with them.

And as a final note: many of these triggers are just a mess.
Crytalknoct correctly mentioned loops (not a real problem right now, but you really have to master those).
Then there's the problem that you never seem to use arrayed variables to make things easier.
There are also a lot of useless things (an Or - Multiple conditions for a single condition, or an ITE with no conditions at all).
Not much organizing going on there, it seems.
 
Level 3
Joined
Mar 8, 2013
Messages
26
Max level for standard abilities for heroes is 10 and max level for ultimate's is 5, 4 heroes right now one is not even worth mentioning its that bad. Yeah I am a bit lazy when it comes to triggering and well everything I was getting frustrated going through the extremely long Generation trigger which I am not going to put up here because I really do doubt it will fit, but I'll give a sample of it.
How would I make a non leaking version of ADE?
How can I make a random trigger like Advanced Attack have no leaks even though its picking random units? I think I know how but I would like to see your opinion on it.
Is there a better replacement of the Advanced Attack trigger which I could make?
My only guess on how to make a non leaking version of ADE would be to set a variable on all units owned by a variable which is all allies of dark green.
I think I know what you mean by making the zombies "evolve" I already have a trigger in there which gives them upgrades, but I think I can make the zombies get stronger units latter on. Make them start off with the weaker versions and then they get stronger. I also really think I need to increase how long it takes for zombies to get trained, now I was thinking I could either make the structures upgrade into a different version which creates more advanced zombies, or deleting zombies off the map and "combining" them into a newer more powerful zombie.
  • Set Gen = (Random point in Paralora City <gen>)
  • Unit - Create 1 House for Player 11 (Dark Green) at Gen facing Gen
  • Custom script: call RemoveLocation(udg_Gen)
  • Set Gen = (Random point in Paralora City <gen>)
  • Unit - Create 1 House for Player 11 (Dark Green) at Gen facing Gen
  • Custom script: call RemoveLocation(udg_Gen)
I would also like to note, this is my first actual map. I have had a small amount of experience in mapping before hand and most of this triggering I have learned is self taught, the maps I made prior were those maps you make for no reason at all just to try out world editor.
On another note the map has changed quite drastically from the previous way the map ran, there was no terrain it was just randomly placed buildings and villagers and then the players had to go make a base and beat back the infection my destroying infected structures, but then I started adding in actual terrain and pre built bases and then well wasn't as random as it used to be.
May I ask what endif at the end of the trigger does?
Ok I understand the point values now and I have managed to completely make that Infection trigger work to completion and damn is that efficient and faster.
Now I think I have done it for the Advanced Attack, all leaks are fixed I think.
  • Advanced Experimental Attack
    • Events
      • Time - Every 0.09 seconds of game time
    • Conditions
    • Actions
      • Set HumanPG = (All allies of Player 11 (Dark Green))
      • Set RHU = (Units in (Playable map area) owned by (Random player from HumanPG))
      • Set ADE = (Position of (Random unit from RHU))
      • Unit Group - Order (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 12 (Brown)) and ((Current order of (Matching unit)) Equal to (Order(none))))) to Attack-Move To ADE
      • Custom script: call RemoveLocation(udg_ADE)
      • Custom script: call DestroyForce(udg_HumanPG)
      • Custom script: call DestroyGroup(udg_RHU)
Most zombies will just stand around still. I think I need to loop them, how do I loop? I think I saw an action which did it before but I need an example of it. Now I think I have got looping down but I'm not completely sure that this is correct.
  • Advanced Experimental Attack
    • Events
      • Time - Every 0.09 seconds of game time
    • Conditions
    • Actions
      • Set ZWNO = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 12 (Brown)) and (((Owner of (Matching unit)) Equal to Player 12 (Brown)) and ((Current order of (Matching unit)) Equal to (Order(none))))))
      • Set HumanPG = (All allies of Player 11 (Dark Green))
      • Set RHU = (Units in (Playable map area) owned by (Random player from HumanPG))
      • Set ADE = (Position of (Random unit from RHU))
      • Unit Group - Pick every unit in ZWNO and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To ADE
      • Custom script: call RemoveLocation(udg_ADE)
      • Custom script: call DestroyForce(udg_HumanPG)
      • Custom script: call DestroyGroup(udg_RHU)
      • Custom script: call DestroyGroup(udg_ZWNO)
 
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