- Joined
- Jul 29, 2010
- Messages
- 319
Apon testing these two triggers, a few seconds into the game i got this error and the game closed
Any and all help is appreciated greatly
EDIT: i've just tested it again and it's definitally the second trigger causing the crash, question is why, it never crashed until i changed this line in the trigger
I don't think this trigger caused the crash but here it is anyway
-
INIT Copy
-
Events
- Map initialization
- Conditions
-
Actions
- Wait 1.00 seconds
- Set C_integer = 0
- Set C_integer2 = 0
- Hashtable - Create a hashtable
- Set C_HASHAREA = (Last created hashtable)
- -------- ------------------------------------------------------------------------------------------------------------------------ --------
- -------- FOR EACH CAPTURE POINT SET PARAMETERS --------
- -------- ------------------------------------------------------------------------------------------------------------------------ --------
- -------- 1 --------
- Set C_AREA[0] = Flag A <gen>
- Set C_temp_unit[0] = Capture Point Glow (large) 0008 <gen>
- Custom script: set udg_integer = GetHandleIdBJ( udg_AREA[0] )
- -------- MAX UNIT TO CAPTURE (MORE UNITS DOESN'T INCREASE CAPTURING SPEED) --------
- Set C_integerM[0] = 4
- Hashtable - Save C_integerM[0] as 0 of C_integer in C_HASHAREA
- -------- TIME TO CAPTURE --------
- Set C_real[0] = 8.00
- Hashtable - Save C_real[0] as 0 of C_integer in C_HASHAREA
- -------- UNIT CAPTURING VALUE (1 UNIT DECREASE TIME TO CAPTURE THE POINT BY:) --------
- Set C_real[1] = 0.50
- Hashtable - Save C_real[1] as 1 of C_integer in C_HASHAREA
- -------- UNIT MARKER --------
- Hashtable - Save Handle OfC_temp_unit[0] as 0 of C_integer in C_HASHAREA
- -------- ------------------------------------------------------------------------------------------------------------------------ --------
- -------- 2 --------
- Set C_AREA[0] = Flag B <gen>
- Set C_temp_unit[0] = Capture Point Glow (large) 0009 <gen>
- Custom script: set udg_integer = GetHandleIdBJ( udg_AREA[0] )
- -------- MAX UNIT TO CAPTURE (MORE UNITS DOESN'T INCREASE CAPTURING SPEED) --------
- Set C_integerM[0] = 4
- Hashtable - Save C_integerM[0] as 0 of C_integer in C_HASHAREA
- -------- TIME TO CAPTURE --------
- Set C_real[0] = 8.00
- Hashtable - Save C_real[0] as 0 of C_integer in C_HASHAREA
- -------- UNIT CAPTURING VALUE (1 UNIT DECREASE TIME TO CAPTURE THE POINT BY:) --------
- Set C_real[1] = 0.50
- Hashtable - Save C_real[1] as 1 of C_integer in C_HASHAREA
- -------- UNIT MARKER --------
- Hashtable - Save Handle OfC_temp_unit[0] as 0 of C_integer in C_HASHAREA
-
Events
-
EVERY 00X SEC
-
Events
- Time - Every 1.00 seconds of game time
- Conditions
-
Actions
- Set C_real[0] = 1.00
- -------- ------------------------------------------------------------------------------- --------
- Set C_AREA[0] = Flag A <gen>
- Custom script: set udg_integer = GetHandleIdBJ( udg_C_AREA[0] )
- Set C_group[0] = (Units in C_AREA[0] matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Not equal to True)) and ((Owner of (Matching unit)) Not equal to Neutral Passive)))
- Set C_temp_unit[0] = (Load 0 of C_integer in C_HASHAREA)
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
- Set C_integerM[(Integer A)] = 0
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in C_group[0]) Greater than 0
-
Then - Actions
- Set C_integerM[0] = 0
-
Unit Group - Pick every unit in C_group[0] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Picked unit)) Not equal to Neutral Victim
- (Owner of (Picked unit)) Not equal to Neutral Hostile
- (Owner of (Picked unit)) Not equal to Neutral Victim
- (Owner of (Picked unit)) Not equal to Neutral Extra
-
Then - Actions
- Set C_integerM[(Player number of (Owner of (Picked unit)))] = (C_integerM[(Player number of (Owner of (Picked unit)))] + 1)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_integerM[(Integer A)] Greater than or equal to C_integerM[0]
- C_integerM[(Integer A)] Greater than 0
-
Then - Actions
- Set C_integer2 = (C_integerM[(Integer A)] - C_integerM[0])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_integer2 Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_integer2 = (Load 0 of C_integer from C_HASHAREA)
- Else - Actions
-
If - Conditions
- Set C_real[1] = ((Load 1 of C_integer from C_HASHAREA) x (Real((C_integer2 - C_integerM[0]))))
- Set C_integer2 = (Integer A)
- Set C_integerM[0] = C_integerM[C_integer2]
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[1] Greater than 0.00
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_integer2 Equal to (Load 1 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_real[2] = ((Load 0 of C_integer from C_HASHAREA) + 0.00)
- Else - Actions
-
If - Conditions
- Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 1 of C_integer from C_HASHAREA) Equal to 0
-
Then - Actions
- Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_real[2] = 0.00
- Hashtable - Save C_integer2 as 1 of C_integer in C_HASHAREA
- Unit - Change color of C_temp_unit[0] to (Color of (Player(C_integer)))
- Else - Actions
-
If - Conditions
- Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
-
Else - Actions
- Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) - C_real[1])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[2] Less than or equal to 0.00
-
Then - Actions
- Set C_real[2] = 0.00
- Hashtable - Save 0 as 1 of C_integer in C_HASHAREA
- Unit - Change color of C_temp_unit[0] to Gray
- Else - Actions
-
If - Conditions
- Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- Custom script: call DestroyGroup( udg_C_group[0] )
- -------- ------------------------------------------------------------------------------- --------
- Set C_AREA[0] = Flag B <gen>
- Custom script: set udg_integer = GetHandleIdBJ( udg_C_AREA[0] )
- Set C_group[0] = (Units in C_AREA[0] matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Not equal to True)) and ((Owner of (Matching unit)) Not equal to Neutral Passive)))
- Set C_temp_unit[0] = (Load 0 of C_integer in C_HASHAREA)
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
- Set C_integerM[(Integer A)] = 0
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in C_group[0]) Greater than 0
-
Then - Actions
- Set C_integerM[0] = 0
-
Unit Group - Pick every unit in C_group[0] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Picked unit)) Not equal to Neutral Victim
- (Owner of (Picked unit)) Not equal to Neutral Hostile
- (Owner of (Picked unit)) Not equal to Neutral Victim
- (Owner of (Picked unit)) Not equal to Neutral Extra
-
Then - Actions
- Set C_integerM[(Player number of (Owner of (Picked unit)))] = (C_integerM[(Player number of (Owner of (Picked unit)))] + 1)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_integerM[(Integer A)] Greater than or equal to C_integerM[0]
- C_integerM[(Integer A)] Greater than 0
-
Then - Actions
- Set C_integer2 = (C_integerM[(Integer A)] - C_integerM[0])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_integer2 Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_integer2 = (Load 0 of C_integer from C_HASHAREA)
- Else - Actions
-
If - Conditions
- Set C_real[1] = ((Load 1 of C_integer from C_HASHAREA) x (Real((C_integer2 - C_integerM[0]))))
- Set C_integer2 = (Integer A)
- Set C_integerM[0] = C_integerM[C_integer2]
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[1] Greater than 0.00
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_integer2 Equal to (Load 1 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_real[2] = ((Load 0 of C_integer from C_HASHAREA) + 0.00)
- Else - Actions
-
If - Conditions
- Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 1 of C_integer from C_HASHAREA) Equal to 0
-
Then - Actions
- Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
-
Then - Actions
- Set C_real[2] = 0.00
- Hashtable - Save C_integer2 as 1 of C_integer in C_HASHAREA
- Unit - Change color of C_temp_unit[0] to (Color of (Player(C_integer)))
- Else - Actions
-
If - Conditions
- Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
-
Else - Actions
- Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) - C_real[1])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- C_real[2] Less than or equal to 0.00
-
Then - Actions
- Set C_real[2] = 0.00
- Hashtable - Save 0 as 1 of C_integer in C_HASHAREA
- Unit - Change color of C_temp_unit[0] to Gray
- Else - Actions
-
If - Conditions
- Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- Custom script: call DestroyGroup( udg_C_group[0] )
- -------- ------------------------------------------------------------------------------- --------
-
Events
EDIT: i've just tested it again and it's definitally the second trigger causing the crash, question is why, it never crashed until i changed this line in the trigger
- Unit - Change ownership of C_temp_unit[0] to (Player(C_integer2)) and Change color
- Unit - Change color of C_temp_unit[0] to (Color of (Player(C_integer)))
Attachments
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