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[Crash] Keep Crashing: Need Help.

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http://www.hiveworkshop.com/forums/attachment.php?attachmentid=146962&stc=1&d=1437921749

This happens every time I kill a boss in a custom game I'm designing... The game is rather trigger heavy so this makes it difficult to post all of it here, but if there is an easy check list for possible causes and or fix I can go through then that would be helpful. Or if somebody would be awesome enough to go through the triggers with me looking for the problem, my Skype is Ellisar.Atranimus
 

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Dr Super Good

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All we can tell from the error is that it is likely caused by a "null" pointer dereference (which has nothing to do with triggers directly).

Triggers might indirectly cause this if you pass some natives null or other invalid or poorly defined values. This is because many natives have very bad robustness and probably do not check their parameters for validity at all.

As Maker suggested you should go through the map checking all triggers with the event "A unit dies" or that specific boss unit dies. You are then after looking for any actions that reference the dead/dying unit and try to do something to it after the unit is removed.

For example if the boss was stored in a unit variable then make sure that after he dies and is removed no actions try to run on him. This is most easily done by setting the variable to null ("no unit" in GUI) after he dies and then on potentially unsafe actions checking that the variable is not null. If the variable is null then do not run the actions on it.

This can be expanded to other types as well. For example if you have a lightning effect do not try and move it or interact with it after you destroy it.
 
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So I figured out the problem: I had a trigger

(Boss) dies
Begins Countdown 600 seconds, one time countdown.
Revive (Boss) at (Boss Area)
Create (Tome of Power) and give it to (Boss)

This was the problem, the countdowns were separating the dying boss event (which triggers the start of a new phase) from the action of reviving said boss. So if anybody tries to do something like this in the future, even though most will advise against it, use the Wait - game time function instead of the countdown function.
 
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