- Joined
- Jul 15, 2007
- Messages
- 763
Since the patch I have experienced a few cases where a game you're playing suddenly ends, and takes you to the end-game score screen.
Well, I had a few reports of this occurring in my own map, specifically relating to a particular boss ability. I have observed it a few times and basically I've isolated the following trigger that causes the crash:
[Trigger=]
Boss15SeismicSlam
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Boss 15 - Seismic Slam
Actions
Game - Display to (All players) for 10.00 seconds the text: ((|cffffcc00 + (Proper name of (Triggering unit))) + |r has caused the ground to tremble!)
Set TEMP_POINT = (Position of (Casting unit))
For each (Integer TempInteger) from 1 to 12, do (Actions)
Loop - Actions
Set TEMP_POINT2 = (TEMP_POINT offset by 300.00 towards ((Real(TempInteger)) x 30.00) degrees)
Unit - Create 1 Dummy - Tectonic Energy for (Owner of (Triggering unit)) at TEMP_POINT2 facing Boss_Ability_Point
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 75.00% transparency
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TEMP_POINT2)
For each (Integer TempInteger) from 1 to 18, do (Actions)
Loop - Actions
Set TEMP_POINT2 = (TEMP_POINT offset by 600.00 towards ((Real(TempInteger)) x 20.00) degrees)
Unit - Create 1 Dummy - Tectonic Energy for (Owner of (Triggering unit)) at TEMP_POINT2 facing Boss_Ability_Point
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 75.00% transparency
Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TEMP_POINT2)
For each (Integer TempInteger) from 1 to 24, do (Actions)
Loop - Actions
Set TEMP_POINT2 = (TEMP_POINT offset by 900.00 towards ((Real(TempInteger)) x 15.00) degrees)
Unit - Create 1 Dummy - Tectonic Energy for (Owner of (Triggering unit)) at TEMP_POINT2 facing Boss_Ability_Point
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 75.00% transparency
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TEMP_POINT2)
Custom script: call RemoveLocation(udg_TEMP_POINT)
[/Trigger]
The game doesn't end instantly after the spell is cast, but around after 0.5-1.0 sec (way before the other part of the trigger can fire where area damage is dealt when the dummy units die/expire). But i do know the crash is 100% caused by this ability being cast.
The dummy units (Tectonic Energy) have no special properties besides being a typical dummy unit, they're mostly a visual effect (unit with model & locust). The crash isn't related to them.
It worked fine before 1.30. It seems to crash quite consistently in online games (can't reproduce it off-line under test/single-player conditions).
Thought i'd post this here in case anyone has any ideas
Well, I had a few reports of this occurring in my own map, specifically relating to a particular boss ability. I have observed it a few times and basically I've isolated the following trigger that causes the crash:
[Trigger=]
Boss15SeismicSlam
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Boss 15 - Seismic Slam
Actions
Game - Display to (All players) for 10.00 seconds the text: ((|cffffcc00 + (Proper name of (Triggering unit))) + |r has caused the ground to tremble!)
Set TEMP_POINT = (Position of (Casting unit))
For each (Integer TempInteger) from 1 to 12, do (Actions)
Loop - Actions
Set TEMP_POINT2 = (TEMP_POINT offset by 300.00 towards ((Real(TempInteger)) x 30.00) degrees)
Unit - Create 1 Dummy - Tectonic Energy for (Owner of (Triggering unit)) at TEMP_POINT2 facing Boss_Ability_Point
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 75.00% transparency
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TEMP_POINT2)
For each (Integer TempInteger) from 1 to 18, do (Actions)
Loop - Actions
Set TEMP_POINT2 = (TEMP_POINT offset by 600.00 towards ((Real(TempInteger)) x 20.00) degrees)
Unit - Create 1 Dummy - Tectonic Energy for (Owner of (Triggering unit)) at TEMP_POINT2 facing Boss_Ability_Point
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 75.00% transparency
Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TEMP_POINT2)
For each (Integer TempInteger) from 1 to 24, do (Actions)
Loop - Actions
Set TEMP_POINT2 = (TEMP_POINT offset by 900.00 towards ((Real(TempInteger)) x 15.00) degrees)
Unit - Create 1 Dummy - Tectonic Energy for (Owner of (Triggering unit)) at TEMP_POINT2 facing Boss_Ability_Point
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 50.00%, 50.00%) with 75.00% transparency
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TEMP_POINT2)
Custom script: call RemoveLocation(udg_TEMP_POINT)
[/Trigger]
The game doesn't end instantly after the spell is cast, but around after 0.5-1.0 sec (way before the other part of the trigger can fire where area damage is dealt when the dummy units die/expire). But i do know the crash is 100% caused by this ability being cast.
The dummy units (Tectonic Energy) have no special properties besides being a typical dummy unit, they're mostly a visual effect (unit with model & locust). The crash isn't related to them.
It worked fine before 1.30. It seems to crash quite consistently in online games (can't reproduce it off-line under test/single-player conditions).
Thought i'd post this here in case anyone has any ideas