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[Solved] My trigger stops working if I kill too many units and an enemy building in a short period of time

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Hey, so, sorry for the long title, but I've run in to a problem in a map I'm making about a crossover between the starcraft and warcraft universes. I posted this campaign in the maps section a long time ago, but with feedback, it became apparent I needed to do more work on the campaign, so I'm trying to add cinematics and revamp levels that I think can use help.

So, I'm basically redoing (or at least heavily modifying) level 3 of this campaign (that I'll post with this comment), and I decided to add a small zerg base in the upper right hand corner that's supposed to send units at you. I have the hatcheries creating larvae automatically through triggers, and every 5 seconds (I'm uploading a version I'm using to try to test this bug, so the frequency and amount of units is higher than it will be in the final version) the larvae upgrade in to either zerglings or hydralisks, randomly.

This trigger works, except for when it doesn't. After a lot of testing, I've figured out that if I sit in my base and don't do anything, this trigger works for, as far as I can tell, forever. However, if I move out and start killing zerg buildings, the trigger stops working, and larvae stop upgrading. The trigger is still running, as its still giving me messages, the zerg base isn't running out of resources, and the zerg isn't running out of food.

Through testing, I've determined that if I move out one unit slowly and kill off buildings one at a time, with breaks in between them, I can generally kill off all the zerg buildings up until the first spore colony next to the first nydus canal (waygate). Meanwhile, if I use the invincibility cheat and move out my entire army all at once to kill a lot at one time, the trigger stops working immediately.

Any suggestions on how to avoid this issue? I've been trying to overcome this for several hours now, and I'm completely lost here.

As a side note, there's another relatively minor error on this level (at least, it doesn't effect gameplay) where your heavily fortified wraith is a level 5 mutalisk at first, but then after it dies (its a revivable hero), it becomes a level 5 heavily fortified wraith, and all the mutalisks get renamed to heavily fortified wraith. I'm also completely lost on this one, I have no idea how that's possible or why. I also would like my heavily fortified wraith to be mechanical, but I can't find out how to do that.

I think some of these errors are because I created this campaign first as a series of maps with its own object data, then created a campaign (when I learned I could do that) and uploaded each map in to the campaign separately, leading to a lot of chaos and some differences between campaign data and object data, that the computer may not know what to do with.

Thank you!
 

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Level 45
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Haven't downloaded the map and tested myself, but try printing the unit-type of the Level 5 Mutalisk before and after it becomes the Heavily Fortified Wraith. Are they the same (integer) or different? Could answer the question if there's some weird overlapping data or not.
 
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That is concerning in its own right, I will try transferring it between computers and see if I get the same critical error. You're putting it in the campaign folder and loading it through custom campaigns in frozen throne? You need to load it that way because the map has campaign data in it, using test map will give you errors.

If you are doing that, then this error/my recent updates might have corrupted the entire campaign somehow, which would be bad, considering it was transferable before.
 
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That is concerning in its own right, I will try transferring it between computers and see if I get the same critical error. You're putting it in the campaign folder and loading it through custom campaigns in frozen throne?

If you are doing that, then this error/my recent updates might have corrupted the entire campaign somehow, which would be bad, considering it was transferable before.

ah sorry for not clarifying. I was trying to open it with world editor since I need to look at the triggers. I haven't tried to open it ingame at all.
 
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Well, I think I solved it... Somehow.

On a whim, not expecting it to work, I changed the hatcheries from player 2 to player 4, and all the corresponding resource/attack triggers for that attack.

I think the game was overloading when too much was happening to player 2 at the same time, and couldn't process the upgrade commands to player 2 after other parts of Player 2 had been destroyed. Changing it to player 4 negated that issue. While I'm not entirely sure why the game would do that, it's... well, the level seems to be working now, so yay!

I'll take a look at the crashes later, I'm not entirely sure why that would happen, because it works on my computer fine.
 
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