[Crash] Heal crash

Level 12
Joined
Aug 3, 2021
Messages
436
Hello its Pekisa7. I need help with the heal trigger crash . When I click heal spell in the building named tower of death on my map it crashes and black screen is shown. And oh yea this crash is on patch 1.31.1. Can someone help me fix this? Here are the triggers. Best regards from Pekisa7.
  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Death Tower)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of ability being cast) belongs to an ally of (Owner of (Casting unit))) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 10, do (Actions)
            • Loop - Actions
              • Unit - Set life of (Target unit of ability being cast) to (Life of (Target unit of ability being cast))
              • Wait 1.00 seconds
        • Else - Actions
          • Do nothing
  • Heal Area
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Death Tower)
    • Actions
      • Set TemPoint = (Position of (Triggering unit))
      • Unit - Create 1 DummyGhoul for Player 4 (Purple) at TemPoint facing Default building facing degrees
      • Unit - Add Dark Heal (Death Tower) to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
 
you make it in to one trigger

  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Death Tower)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of ability being cast) belongs to an ally of (Owner of (Triggering unit))) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 10, do (Actions)
            • Loop - Actions
              • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + 50.00)
        • Else - Actions
          • Do nothing
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 DummyGhoul for Player 4 (Purple) at TempPoint facing Default building facing degrees
      • Unit - Add Dark Heal (Death Tower) to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
 
you make it in to one trigger

  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Death Tower)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of ability being cast) belongs to an ally of (Owner of (Triggering unit))) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 10, do (Actions)
            • Loop - Actions
              • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + 50.00)
        • Else - Actions
          • Do nothing
      • Set TempPoint = (Position of (Triggering unit))
      • Unit - Create 1 DummyGhoul for Player 4 (Purple) at TempPoint facing Default building facing degrees
      • Unit - Add Dark Heal (Death Tower) to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
Thank you for the message. But it still crashes. Guess its a patch problem.
 
Are you certain it is this ability causing crash? If yes, please provide Object Editor data of Dark Heal ability
Here you go.
Screenshot (37).png
Screenshot (38).png
Screenshot (39).png
 
Crashing is happening because of loops in your trigger, you're calling the ability from the same trigger here:
base.gif
Heal Area
  • joinminus.gif
    events.gif
    Events
    • line.gif
      joinbottom.gif
      unit.gif
      Unit - A unit Starts the effect of an ability
  • joinminus.gif
    cond.gif
    Conditions
    • line.gif
      joinbottom.gif
      if.gif
      (Ability being cast) Equal to Dark Heal (Death Tower)
  • joinbottomminus.gif
    actions.gif
    Actions
    • empty.gif
      join.gif
      set.gif
      Set TemPoint = (Position of (Triggering unit))
    • empty.gif
      join.gif
      unit.gif
      Unit - Create 1 DummyGhoul for Player 4 (Purple) at TemPoint facing Default building facing degrees
    • empty.gif
      join.gif
      unit.gif
      Unit - Add Dark Heal (Death Tower) to (Last created unit)
    • empty.gif
      join.gif
      unit.gif
      Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility
    • empty.gif
      joinbottom.gif
      unit.gif
      Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
After casting Dark Heal first iteration will create a dummy that casts dark heal again which creates another dummy etc leading to a crash.
And
cond.gif
If - Conditions
  • empty.gif
    empty.gif
    line.gif
    joinbottom.gif
    if.gif
    ((Target unit of ability being cast) belongs to an ally of (Owner of (Casting unit))) Equal to True
This condition will never be fulfilled because there is no Target unit of ability being cast due to the main ability being based off of a no target spell tranquility
Ultimately i dont understand what you're trying to achieve. As far im concerned you're the one whos casting Dark Heal but have 2 triggers that keeps casting the ability which are not needed
 
Crashing is happening because of loops in your trigger, you're calling the ability from the same trigger here:

After casting Dark Heal first iteration will create a dummy that casts dark heal again which creates another dummy etc leading to a crash.
And

This condition will never be fulfilled because there is no Target unit of ability being cast due to the main ability being based off of a no target spell tranquility
Ultimately i dont understand what you're trying to achieve. As far im concerned you're the one whos casting Dark Heal but have 2 triggers that keeps casting the ability which are not needed
So it should go like this?
  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Death Tower)
    • Actions
      • Set TemPoint = (Position of (Triggering unit))
      • Unit - Create 1 DummyGhoul for Player 4 (Purple) at TemPoint facing Default building facing degrees
      • Unit - Add Dark Heal (Death Tower) to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Temp_Point1)
 
So it should go like this?
  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Death Tower)
    • Actions
      • Set TemPoint = (Position of (Triggering unit))
      • Unit - Create 1 DummyGhoul for Player 4 (Purple) at TemPoint facing Default building facing degrees
      • Unit - Add Dark Heal (Death Tower) to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Temp_Point1)
Well depends on what you're trying to achieve with these triggers, and no this will still crash because you can't order a unit to use the same ability that you have as a main condition unless you add extra conditions
can you tell what these triggers are supposed to achieve, bcz to me it seems like you dont need it
 
Well depends on what you're trying to achieve with these triggers, and no this will still crash because you can't order a unit to use the same ability that you have as a main condition unless you add extra conditions
can you tell what these triggers are supposed to achieve, bcz to me it seems like you dont need it
I am trying to heal all undead units on my map by clicking the dark heal spell from the tower of death . But it crashes. Seems to me like a patch problem . It works fine on reforged.
 
okay, so you want to use the ability once and the heal should be overtime to all other units, if so then it's extremely easy, create another spell based off of Roar then set every data field to your liking whilst setting damage bonus field to 0 and duration to 0.01
after that add that ability to your tower and change the trigger condition of the ability to Roar ability.

it should look like this
  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Roar)
    • Actions
      • Set TemPoint = (Position of (Triggering unit))
      • Unit - Create 1 DummyGhoul for Player 4 (Purple) at TemPoint facing Default building facing degrees
      • Unit - Add Dark Heal (Death Tower) to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Temp_Point1)
and assuming only player 4 has access to death tower?
 
okay, so you want to use the ability once and the heal should be overtime to all other units, if so then it's extremely easy, create another spell based off of Roar then set every data field to your liking whilst setting damage bonus field to 0 and duration to 0.01
after that add that ability to your tower and change the trigger condition of the ability to Roar ability.


and assuming only player 4 has access to death tower?
I did everything you told me . And Yes only player 4 has access to death tower. But the abillty won't work for some reason.
 
where does it not work? when you cast it the healing doesnt happen or the tower wont cast the ability
and original ability tranquility is still available for the dummy yes?
The tower won't cast the abillty nor the healing won't work. I changed the dummy abillty to roar instead of tranqillty. Here are the triggers: Errm Hello?
  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dark Heal (Death Tower)
    • Actions
      • Set TemPoint = (Position of (Triggering unit))
      • Unit - Create 1 DummyGhoul for Player 4 (Purple) at TemPoint facing Default building facing degrees
      • Unit - Add Dark Heal (Death Tower) to (Last created unit)
      • Unit - Order (Last created unit) to Special Rexxar - Battle Roar
      • Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Temp_Point1)
 
Last edited:
(Ability being cast) Equal to Dark Heal (Death Tower)
join.gif
unit.gif
Unit - Add Dark Heal (Death Tower) to (Last created unit)
These 2 triggers are the problem, when the ability is cast it will keep creating a dummy that casts the initial ability again creating a loop, and the roar ability is for tower that's casting Dark Heal and tranquility is for the Dummy, these are 2 separate abilities not same
 
These 2 triggers are the problem, when the ability is cast it will keep creating a dummy that casts the initial ability again creating a loop, and the roar ability is for tower that's casting Dark Heal and tranquility is for the Dummy, these are 2 separate abilities not same
So I delete one of those?
 
no, you need 2 abilities, 1 based off of tranquility which is for the actual healing, and roar for the tower that casts but doesnt require to keep channeling to heal.
it should look like this

base.gif
Heal
  • joinminus.gif
    events.gif
    Events
    • line.gif
      joinbottom.gif
      unit.gif
      Unit - A unit Starts the effect of an ability
  • joinminus.gif
    cond.gif
    Conditions
    • line.gif
      joinbottom.gif
      if.gif
      (Ability being cast) Equal to Dark Heal (Roar)
  • joinbottomminus.gif
    actions.gif
    Actions
    • empty.gif
      join.gif
      set.gif
      Set TemPoint = (Position of (Triggering unit))
    • empty.gif
      join.gif
      unit.gif
      Unit - Create 1 DummyGhoul for Player 4 (Purple) at TemPoint facing Default building facing degrees
    • empty.gif
      join.gif
      unit.gif
      Unit - Add Dark Heal (Tranquility) to (Last created unit)
    • empty.gif
      join.gif
      unit.gif
      Unit - Order (Last created unit) to Nightelf Keeper of the Grove -Tranquility
    • empty.gif
      join.gif
      unit.gif
      Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
    • empty.gif
      joinbottom.gif
      page.gif
      Custom script: call RemoveLocation(udg_Temp_Point1)
 
no, you need 2 abilities, 1 based off of tranquility which is for the actual healing, and roar for the tower that casts but doesnt require to keep channeling to heal.
it should look like this
Dark Heal(Roar) won't activate for some reason when I click it in the death tower.
 
if so, you can replace it with other no target spells like, fan of knives, divine shield etc. Tower not activating seems weird, do you mean when pressed to use it doesnt go on cooldown and use mana?
Yup. When I press the button in the dark tower the cooldown dosen't expire and mana don't turn to 0.
 
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