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[Crash] My Map Crashes 15 minutes in (Reforged)

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Hello, I am wondering whether anyone can help, I created a hero siege/fortress siege map where players face increasing waves of enemies. However, around 15 minutes into the game, it just crashes.

This happens in single player and multiplayer and always around 15 minutes into the game. I checked my triggers that fire around this time, and they look fine to me. I've attached the map in the hopes anyone here might be able to have a look and find something please?

Any help is appreciated, the games not complicated and doesn't have a lot of triggers, but is obviously unplayable with the crash.
 

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  • Siege of Tyr's Hand 0.11.w3x
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Uncle

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So I reduced the Elapsed Time on all of your triggers (including the ones that run around the 15 minute mark) and tested it online and they worked fine, no crash.

However, I did crash after leaving the game up for about 9 minutes real time (not wc3 time). I was minimized at the time so I didn't see what happened.

So if it's not caused by an Elapsed Time Event running then perhaps it's another trigger.

I see that you're using GetLocalPlayer() which is known to cause desyncs online. For example here:
  • Enable Rally Cathedral Forces
    • Events
      • Unit - A unit enters TM Region <gen>
      • Unit - A unit enters CSC Region <gen>
      • Unit - A unit enters LHC Region <gen>
    • Conditions
      • (Triggering unit) Equal to Lord of the Silverhand (Uther) 0061 <gen>
    • Actions
      • Game - Display to Player Group - Player 10 (Light Blue) the text: |cff97b4ffTIP: Uthe...
      • Custom script: if GetLocalPlayer() == Player(9) then
      • Sound - Play Hint <gen>
      • Custom script: endif
Perhaps this and the other triggers like it are the issue.

If that's not the case then maybe it has to do with an Imported Asset.

Also, you're leaking Points in your Boss triggers as you never remove ZombieSpawn. Those won't cause a crash but I figured I'd let you know.
 
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Hey thanks for testing, so around 9 minutes crash isnt too far off when I would normally end up crashing too. I'm not sure what it could be if it's not the elapsed time triggers, as it happens when the players are afk it cant be due to an object editor spell, unless it's a spell the AI is trying to cast.

It's a shame we no have access to the crash reports.

About the use of get local player to play specific sound effects, I use this a ton in my other maps and it dosnt cause desyncs, if it did my maps would be unplayable as everyone would have desynced within first ten minutes.

But anyway ty for testing and having a look!
 

Uncle

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So I disabled ALL of the Elapsed Time triggers this time around rather than shortening their duration and I didn't experience a crash/desync (I left it running for about 20 minutes).

So based on the results from my previous test of running these triggers with reduced Elapsed Times I think it's safe to assume that the issue is related to something the created Units are DOING rather than the triggers that create them.

I feel like it must be due to a trigger using one of these Unit Events: a unit casts an ability, a unit dies, a unit enters a region.

Edit:
-Second test with positive results. I enabled all of the Elapsed Time triggers and disabled all of the Unit Event triggers (see attached picture test #2) and didn't experience a desync/crash. Note that I closed the map myself so maybe the crash would've happened if I kept playing, but a lot more time had gone by so I figured the crash was avoided.

-Third test, same as second test but I enabled all of the Enter Region triggers. This caused the typical crash to happen. See test #3 picture.

READ THIS:
-Fourth test, I enabled everything besides the ENTER REGION triggers and experienced NO crash (I let the game run to the very end). I'd say we found the source of your crashes, it has to do with the Region triggers. Perhaps you're issuing an infinite loop of orders when the Units enter a region?
 

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  • test #3 CRASH.png
    test #3 CRASH.png
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  • test #2 No Crash.png
    test #2 No Crash.png
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That picture of test #3, im fairly certain your condition might be causing the problem, as it is triggering unit, you should use entering unit, the proper event response to a unit enters (region)
i have not downloaded it, i was just looking through here so, just some initial thoughts
i am also not sure what the custom script is doing there, that (if get local player) == player9 then,
just determining what exactly? to play the sound only for that player? if so can probably just use a pickevery player in player group - player 10 and loop action and play sound that way
 

Uncle

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Triggering Unit isn't the issue and is in just about every case the better Event Response to use. I use it whenever possible, which I believe is always possible when using a Unit Event, and have never experienced an issue before. I don't think it's even possible to crash the game by using an unset Event Response, it will simply prevent the Action from running.

And he's using GetLocalPlayer() to play the sound for that specific player. This is the only method we have available to Play Sounds for specific players. Your Pick Every Player approach doesn't make a difference since the Sound is played for all players regardless.

GetLocalPlayer() is a major culprit for desyncs though and you need to be careful how you use it. For example, if you were to Create A Unit inside of a GetLocalPlayer() block it would immediately desync all of the players, because a Unit can't exist for one player while it doesn't exist for other players.

GetLocalPlayer() faq
[Solved] - Need Help Playing Sound for Individual Players
 
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ok so been trying many different ways of trying to complete the map, did not change any triggers except, the message in LHC is destroyed and CSC is destroyed, turn off trigger needs to come last thier, first attempt saw no message lol heads up there i guess.
so anyways, it would appear it is a death of a building and it would appear to be of the alonsus chapel type of building that you have placed in stratholme and by player 2, i used cheats and added units to player 2 and player 4 buffed there heroes so they could defend with out problems, i stationed over at stathholme and my base sort of and a hero with that test item blocking the path to the main structure there. i made to 1 min and 26 seconds left on the help arrives clock before strathholme fell, one of those main buildings when it blew it crashed the game, or even the one by player 2 base was also being attacked but i think that one still had lots of hp, so im pretty sure it has something to do with this building somehow, and not actually a trigger.
If you can keep the bases alive, you will not crash. so that is very interesting.

Also im quite liking this, so props for the work to this, even the map work is very nice, its pretty intense too, gets pretty tough, i think we are gonna need more upgrades for attacks too lol, but ofc i know thats still in development lol

been literally testing it here since time of my last post here several ways, last one being that 1 min 26 remaining with cheats and added units and buffed heroes, so yea without that it will be about the 15min mark when one of those buildings dies or earlier if you dont do anything and sit there and watch. it is such a very strange thing to happen lol

EDIT: went in a killed all 3 buildings, not quite the death of them, something else happening when something is destroyed in that area, cause after killing all 3 buildings, i had successfully defended all the areas ofc with cheats and made it to the end to the victory screen, also i had destroyed that one building at jainas base along with her town hall just testing but yea. so i dont even know what is going there, maybe it has something to do with those main buildings or another building
 
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Uncle

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I had tested destroying all of the buildings using a cheat and it didn't crash so I don't think that's the issue... I don't know though. I still want to say that it's a Region related issue, since I crashed with all of the "A unit dies" triggers disabled and like I said I had already tested destroying all of the buildings.

The fact that the crash is so consistent leads me to believe that it's due to the enemies entering a specific area. Maybe it happens when they kill something in that area, I don't know, but if that's the case then it's at least not trigger related.
 
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