- 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
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INIT Copy
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Events
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Map initialization
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Conditions
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Actions
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Wait 1.00 seconds
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Set C_integer = 0
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Set C_integer2 = 0
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Hashtable - Create a hashtable
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Set C_HASHAREA = (Last created hashtable)
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-------- ------------------------------------------------------------------------------------------------------------------------ --------
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-------- FOR EACH CAPTURE POINT SET PARAMETERS --------
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-------- ------------------------------------------------------------------------------------------------------------------------ --------
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-------- 1 --------
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Set C_AREA[0] = Flag A <gen>
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Set C_temp_unit[0] = Capture Point Glow (large) 0008 <gen>
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Custom script: set udg_integer = GetHandleIdBJ( udg_AREA[0] )
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-------- MAX UNIT TO CAPTURE (MORE UNITS DOESN'T INCREASE CAPTURING SPEED) --------
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Set C_integerM[0] = 4
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Hashtable - Save C_integerM[0] as 0 of C_integer in C_HASHAREA
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-------- TIME TO CAPTURE --------
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Set C_real[0] = 8.00
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Hashtable - Save C_real[0] as 0 of C_integer in C_HASHAREA
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-------- UNIT CAPTURING VALUE (1 UNIT DECREASE TIME TO CAPTURE THE POINT BY:) --------
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Set C_real[1] = 0.50
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Hashtable - Save C_real[1] as 1 of C_integer in C_HASHAREA
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-------- UNIT MARKER --------
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Hashtable - Save Handle OfC_temp_unit[0] as 0 of C_integer in C_HASHAREA
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-------- ------------------------------------------------------------------------------------------------------------------------ --------
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-------- 2 --------
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Set C_AREA[0] = Flag B <gen>
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Set C_temp_unit[0] = Capture Point Glow (large) 0009 <gen>
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Custom script: set udg_integer = GetHandleIdBJ( udg_AREA[0] )
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-------- MAX UNIT TO CAPTURE (MORE UNITS DOESN'T INCREASE CAPTURING SPEED) --------
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Set C_integerM[0] = 4
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Hashtable - Save C_integerM[0] as 0 of C_integer in C_HASHAREA
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-------- TIME TO CAPTURE --------
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Set C_real[0] = 8.00
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Hashtable - Save C_real[0] as 0 of C_integer in C_HASHAREA
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-------- UNIT CAPTURING VALUE (1 UNIT DECREASE TIME TO CAPTURE THE POINT BY:) --------
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Set C_real[1] = 0.50
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Hashtable - Save C_real[1] as 1 of C_integer in C_HASHAREA
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-------- UNIT MARKER --------
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Hashtable - Save Handle OfC_temp_unit[0] as 0 of C_integer in C_HASHAREA
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EVERY 00X SEC
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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Set C_real[0] = 1.00
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-------- ------------------------------------------------------------------------------- --------
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Set C_AREA[0] = Flag A <gen>
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Custom script: set udg_integer = GetHandleIdBJ( udg_C_AREA[0] )
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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)))
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Set C_temp_unit[0] = (Load 0 of C_integer in C_HASHAREA)
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set C_integerM[(Integer A)] = 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in C_group[0]) Greater than 0
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Then - Actions
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Set C_integerM[0] = 0
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Unit Group - Pick every unit in C_group[0] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Picked unit)) Not equal to Neutral Victim
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(Owner of (Picked unit)) Not equal to Neutral Hostile
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(Owner of (Picked unit)) Not equal to Neutral Victim
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(Owner of (Picked unit)) Not equal to Neutral Extra
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Then - Actions
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Set C_integerM[(Player number of (Owner of (Picked unit)))] = (C_integerM[(Player number of (Owner of (Picked unit)))] + 1)
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Else - Actions
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_integerM[(Integer A)] Greater than or equal to C_integerM[0]
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C_integerM[(Integer A)] Greater than 0
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Then - Actions
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Set C_integer2 = (C_integerM[(Integer A)] - C_integerM[0])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_integer2 Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_integer2 = (Load 0 of C_integer from C_HASHAREA)
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Else - Actions
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Set C_real[1] = ((Load 1 of C_integer from C_HASHAREA) x (Real((C_integer2 - C_integerM[0]))))
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Set C_integer2 = (Integer A)
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Set C_integerM[0] = C_integerM[C_integer2]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[1] Greater than 0.00
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_integer2 Equal to (Load 1 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_real[2] = ((Load 0 of C_integer from C_HASHAREA) + 0.00)
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Else - Actions
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Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Load 1 of C_integer from C_HASHAREA) Equal to 0
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Then - Actions
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Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_real[2] = 0.00
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Hashtable - Save C_integer2 as 1 of C_integer in C_HASHAREA
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Unit - Change color of C_temp_unit[0] to (Color of (Player(C_integer)))
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Else - Actions
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Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
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Else - Actions
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Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) - C_real[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[2] Less than or equal to 0.00
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Then - Actions
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Set C_real[2] = 0.00
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Hashtable - Save 0 as 1 of C_integer in C_HASHAREA
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Unit - Change color of C_temp_unit[0] to Gray
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Else - Actions
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Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
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Else - Actions
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Else - Actions
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Custom script: call DestroyGroup( udg_C_group[0] )
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-------- ------------------------------------------------------------------------------- --------
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Set C_AREA[0] = Flag B <gen>
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Custom script: set udg_integer = GetHandleIdBJ( udg_C_AREA[0] )
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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)))
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Set C_temp_unit[0] = (Load 0 of C_integer in C_HASHAREA)
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set C_integerM[(Integer A)] = 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in C_group[0]) Greater than 0
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Then - Actions
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Set C_integerM[0] = 0
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Unit Group - Pick every unit in C_group[0] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Picked unit)) Not equal to Neutral Victim
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(Owner of (Picked unit)) Not equal to Neutral Hostile
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(Owner of (Picked unit)) Not equal to Neutral Victim
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(Owner of (Picked unit)) Not equal to Neutral Extra
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Then - Actions
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Set C_integerM[(Player number of (Owner of (Picked unit)))] = (C_integerM[(Player number of (Owner of (Picked unit)))] + 1)
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Else - Actions
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_integerM[(Integer A)] Greater than or equal to C_integerM[0]
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C_integerM[(Integer A)] Greater than 0
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Then - Actions
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Set C_integer2 = (C_integerM[(Integer A)] - C_integerM[0])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_integer2 Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_integer2 = (Load 0 of C_integer from C_HASHAREA)
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Else - Actions
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Set C_real[1] = ((Load 1 of C_integer from C_HASHAREA) x (Real((C_integer2 - C_integerM[0]))))
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Set C_integer2 = (Integer A)
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Set C_integerM[0] = C_integerM[C_integer2]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[1] Greater than 0.00
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_integer2 Equal to (Load 1 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_real[2] = ((Load 0 of C_integer from C_HASHAREA) + 0.00)
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Else - Actions
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Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Load 1 of C_integer from C_HASHAREA) Equal to 0
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Then - Actions
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Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) + C_real[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[2] Greater than or equal to (Load 0 of C_integer from C_HASHAREA)
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Then - Actions
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Set C_real[2] = 0.00
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Hashtable - Save C_integer2 as 1 of C_integer in C_HASHAREA
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Unit - Change color of C_temp_unit[0] to (Color of (Player(C_integer)))
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Else - Actions
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Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
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Else - Actions
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Set C_real[2] = ((Load 2 of C_integer from C_HASHAREA) - C_real[1])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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C_real[2] Less than or equal to 0.00
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Then - Actions
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Set C_real[2] = 0.00
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Hashtable - Save 0 as 1 of C_integer in C_HASHAREA
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Unit - Change color of C_temp_unit[0] to Gray
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Else - Actions
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Hashtable - Save C_real[2] as 2 of C_integer in C_HASHAREA
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Else - Actions
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Else - Actions
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Custom script: call DestroyGroup( udg_C_group[0] )
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-------- ------------------------------------------------------------------------------- --------
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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
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Unit - Change ownership of C_temp_unit[0] to (Player(C_integer2)) and Change color
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Unit - Change color of C_temp_unit[0] to (Color of (Player(C_integer)))
Attachments
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