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Fatal error?

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Hey, I have a strange bug. Whenever I enter my rect, then it appears a fatal error.
I don't know why. Maybe you can help me. I know, there were some leaks, but I fix them later.
  • From Area03 to Area04
    • Events
      • Unit - A unit enters To SewerBoss <gen>
    • Conditions
      • (Entering unit) Equal to Character
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EnemyCount Equal to 0
        • Then - Actions
          • Unit - Move Character instantly to ((Center of Back to Area03 <gen>) offset by 250.00 towards 270.00 degrees)
          • Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
          • Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
          • Camera - Apply Camera04 <gen> for Player 1 (Red) over 0.00 seconds
          • Cinematic - Fade in over 3.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
          • Wait 0.00 seconds
          • Camera - Set the camera bounds for Player 1 (Red) to (Rect centered at (Target of current camera view) with size (0.00, 0.00))
          • Cinematic - Disable user control for (All players)
          • Wait 0.00 seconds
          • Unit - Order Character to Move To (Center of Rect 026 <gen>)
          • Wait 2.00 seconds
          • Cinematic - Send transmission to (All players) from Z'schasak 0015 <gen> named Z'schasak: Play No sound and display Welcome in my littl.... Modify duration: Set to 2.00 seconds and Wait
          • Cinematic - Send transmission to (All players) from Z'schasak 0015 <gen> named Z'schasak: Play No sound and display I see you were fool.... Modify duration: Set to 3.00 seconds and Wait
          • Sound - Stop music After fading
          • Cinematic - Send transmission to (All players) from Z'schasak 0015 <gen> named Z'schasak: Play No sound and display But here will end y.... Modify duration: Set to 3.00 seconds and Wait
          • Sound - Play BossTheme_begin <gen>
          • Destructible - Set height of Aufzug (2) 0818 <gen> to 3
          • Destructible - Close All walls of Aufzug (2) 0818 <gen>
          • Animation - Play Z'schasak 0015 <gen>'s channel animation
          • Cinematic - Enable user control for (All players)
          • Unit - Unpause Z'schasak 0015 <gen>
          • Trigger - Turn on Zk Actions <gen>
          • Wait ((Length of BossTheme_begin <gen>) - 0.27) seconds
          • Sound - Play BossTheme <gen>
        • Else - Actions
          • Set TempPoint[1] = (Position of Character)
          • Floating Text - Create floating text that reads You have to kill al... at TempPoint[1] with Z offset 0.00, using font size 8.00, color (100.00%, 0.00%, 0.00%), and 0.50% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
          • Custom script: call RemoveLocation(udg_TempPoint[1])
Note: there are some german things in this trigger, but that shouldn't be the problem.

[EDIT]
Forgot to say: It happens instantly when I enter the rect. So it must be something with the actions before the wait
 
Try setting the camera bounds action before the "Unit - Move unit" action, cause, any unit caught within camera bounds, the game crashes.

but I have other triggers with this actions... so it can't be because of that.

Super-Sheep said:
0.00 waits? D:

well, waits have a min 0.27 seconds, so if I do 0.01, it would have around 0.28, so I save 0.01 second :p (or am I wrong?)

  • current area
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (CurrentArea contains Character) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Area01 <gen> contains Character) Equal to True
            • Then - Actions
              • Set CurrentArea = Area01 <gen>
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Area02 <gen> contains Character) Equal to True
                • Then - Actions
                  • Set CurrentArea = Area02 <gen>
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Area03 <gen> contains Character) Equal to True
                    • Then - Actions
                      • Set CurrentArea = Area03 <gen>
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Area04 <gen> contains Character) Equal to True
                        • Then - Actions
                          • Set CurrentArea = Area04 <gen>
                        • Else - Actions
        • Else - Actions
      • Set EnemyCount = 0
      • Set TempGroup = (Units in CurrentArea owned by Player 4 (Purple))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is Dead) Equal to False
            • Then - Actions
              • Set EnemyCount = (EnemyCount + 1)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_TempGroup)
but this trigger shouldn't be the problem, I thing. It only saves the area, where the hero stands at the moment.
 
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