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Spell makes the game crash!

Status
Not open for further replies.
Level 12
Joined
Jan 13, 2008
Messages
559
Hello, I implemented this approved spell into my map: http://www.hiveworkshop.com/forums/...a-234171/?prev=search=fire%20fury&d=list&r=20

But for some reason after casting it on multiple enemies (i often need only 2-3 tries) the game crashes.

Here are the 2 trigger:

  • Fire Fury Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Fury
    • Actions
      • -------- --------------------------------------------------------------------- --------
      • -------- PART ONE - Casting Initialization & Level Settings --------
      • -------- --------------------------------------------------------------------- --------
      • -------- XX Sets temporary locs XX --------
      • Set FF_TempPoint1 = (Position of (Triggering unit))
      • Set FF_TempPoint2 = (Target point of ability being cast)
      • -------- << Sets minimal distance (default : 0.00 (= none)) >> --------
      • -------- It is recommended to set it as the same as the AoE effect (default = 200.00) to prevent any abuse --------
      • Set FF_MinimalDistance = 0.00
      • -------- XX Checks for minimal distance XX --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between FF_TempPoint1 and FF_TempPoint2) Less than FF_MinimalDistance
        • Then - Actions
          • -------- XX Sets the sound & message error player XX --------
          • Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
          • -------- << Sets the error sound played >> --------
          • Sound - Play No sound
          • -------- << Sets the error message displayed >> --------
          • Game - Display to (All players) the text: <Empty String>
          • -------- XX Removes the player error condition XX --------
          • Custom script: endif
          • -------- XX Stops the caster XX --------
          • Unit - Order (Triggering unit) to Stop
          • -------- XX Skips remaining actions and cancels the spell XX --------
          • Skip remaining actions
        • Else - Actions
      • -------- XX Removes loc leaks XX --------
      • Custom script: call RemoveLocation(udg_FF_TempPoint1)
      • Custom script: call RemoveLocation(udg_FF_TempPoint2)
      • -------- XX Adds one more spell XX --------
      • Set FF_Integer1 = (FF_Integer1 + 1)
      • -------- XX Sets the Caster XX --------
      • Set FF_Caster[FF_Integer1] = (Triggering unit)
      • -------- << Sets the distance between the Caster and the fireballs spawning location >> --------
      • Set FF_DistanceCast = 60.00
      • -------- Level Settings --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Ability being cast) for FF_Caster[FF_Integer1]) Equal to 1
        • Then - Actions
          • -------- << Sets the damages once a fireball hits a single target >> --------
          • Set FF_SingleDamages[FF_Integer1] = (player_spelldamage[((Player number of (Owner of (Triggering unit))) - 1)] / 2.00)
          • -------- << Sets the damages when the fireballs collide with each other (AoE) >> --------
          • Set FF_AoEDamages[FF_Integer1] = (player_spelldamage[((Player number of (Owner of (Triggering unit))) - 1)] x 0.70)
          • -------- << Sets the size of the final AoE effect if the fireballs collide with each other >> --------
          • Set FF_FinalAoE[FF_Integer1] = 200.00
        • Else - Actions
      • -------- --------------------------------------------------------------------- --------
      • -------- PART TWO : Dummy Unit setup --------
      • -------- --------------------------------------------------------------------- --------
      • -------- XX Sets temporary locs XX --------
      • Set FF_TempPoint1 = (Position of FF_Caster[FF_Integer1])
      • Set FF_TempPoint2 = (Target point of ability being cast)
      • -------- XX Sets the angle between the Caster and the targeted area XX --------
      • Set FF_Angle[FF_Integer1] = (Angle from FF_TempPoint1 to FF_TempPoint2)
      • -------- XX Sets temporary loc XX --------
      • Set FF_TempPoint3 = (FF_TempPoint1 offset by FF_DistanceCast towards FF_Angle[FF_Integer1] degrees)
      • -------- [[ Creates and sets the dummy which will move in a straight line ]] --------
      • Unit - Create 1 Dummy Line Unit for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint3 facing Default building facing degrees
      • Set FF_DummyUnit[FF_Integer1] = (Last created unit)
      • -------- XX Removes loc leaks XX --------
      • Custom script: call RemoveLocation(udg_FF_TempPoint1)
      • Custom script: call RemoveLocation(udg_FF_TempPoint2)
      • Custom script: call RemoveLocation(udg_FF_TempPoint3)
      • -------- --------------------------------------------------------------------- --------
      • -------- PART THREE : Fireballs setup --------
      • -------- --------------------------------------------------------------------- --------
      • -------- << Sets the starting distance between the two fireballs (actually, between the dummy and the fireball itself, so (Distance between fireballs/2)) >> --------
      • Set FF_FireBallDistanceInit = 50.00
      • -------- XX Sets temporary locs XX --------
      • Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer1])
      • Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistanceInit towards (FF_Angle[FF_Integer1] + 90.00) degrees)
      • Set FF_TempPoint3 = (FF_TempPoint1 offset by FF_FireBallDistanceInit towards (FF_Angle[FF_Integer1] - 90.00) degrees)
      • -------- [[ Spawns and sets fireballs ]] --------
      • Unit - Create 1 Fireball for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint2 facing FF_Angle[FF_Integer1] degrees
      • Set FF_FireBall1[FF_Integer1] = (Last created unit)
      • Unit - Create 1 Fireball for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint3 facing FF_Angle[FF_Integer1] degrees
      • Set FF_FireBall2[FF_Integer1] = (Last created unit)
      • -------- XX Removes loc leaks XX --------
      • Custom script: call RemoveLocation(udg_FF_TempPoint1)
      • Custom script: call RemoveLocation(udg_FF_TempPoint2)
      • Custom script: call RemoveLocation(udg_FF_TempPoint3)
      • -------- --------------------------------------------------------------------- --------
      • -------- PART FOUR : Data & Visual Settings --------
      • -------- --------------------------------------------------------------------- --------
      • -------- XX Sets temporary locs XX --------
      • Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer1])
      • Set FF_TempPoint2 = (Target point of ability being cast)
      • -------- XX Sets the distance between the caster and the targeted area XX --------
      • Set FF_FullDistance[FF_Integer1] = (Distance between FF_TempPoint1 and FF_TempPoint2)
      • -------- << Sets if allowed to keep moving even if hitting a single target >> --------
      • Set FF_AllowedToKeepMoving[FF_Integer1] = True
      • -------- << Sets the fireballs AoE size >> --------
      • Set FF_FireBallAoE[FF_Integer1] = 75.00
      • -------- << Sets if the fireballs will hit (deals damages to) buildings, go through, or disappear once they hit one >> --------
      • Set FF_HitBuildings[FF_Integer1] = False
      • Set FF_GoThroughBuildings[FF_Integer1] = False
      • -------- << Sets if the final explosion will hit buildings >> --------
      • Set FF_BuildingAoE[FF_Integer1] = False
      • -------- << Sets if the fireballs will destroy trees, go through, or disappear once they hit one >> --------
      • Set FF_KillTrees[FF_Integer1] = True
      • Set FF_GoThroughTrees[FF_Integer1] = False
      • -------- << Sets if the final explosion will destroy trees >> --------
      • Set FF_KillTreesAoE[FF_Integer1] = False
      • -------- << Sets if allowed to go through water >> --------
      • Set FF_AllowWater[FF_Integer3] = False
      • -------- << Sets if allowed to fly over cliffs & doodads >> --------
      • Set FF_AllowCliffs[FF_Integer1] = False
      • -------- << Sets the fireballs height >> --------
      • Animation - Change FF_FireBall1[FF_Integer1] flying height to 60.00 at 0.00
      • Animation - Change FF_FireBall2[FF_Integer1] flying height to 60.00 at 0.00
      • -------- << Sets the special effect if a fireball hits an ennemy >> --------
      • Set FF_SingleUnitEffect[FF_Integer1] = Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
      • -------- << Sets the explosion effect if the fireballs collide >> --------
      • Set FF_ExplosionEffect[FF_Integer1] = Abilities\Spells\Other\Doom\DoomDeath.mdl
      • -------- << Sets the fireballs speed >> --------
      • Set FF_FireBallSpeed[FF_Integer1] = 15.00
      • -------- XX Sets the additionnal distance for the fireballs in the arc effect XX --------
      • Set FF_FireBallAdditionnalDistance[FF_Integer1] = FF_FireBallDistanceInit
      • -------- << Sets the arc of the fireballs >> --------
      • Set FF_FireBallArc[FF_Integer1] = 0.15
      • -------- XX Sets the arc settings for the fireballs XX --------
      • Set FF_FireBallArcSettings[FF_Integer1] = (FF_FullDistance[FF_Integer1] x FF_FireBallArc[FF_Integer1])
      • -------- XX Resets distance reached XX --------
      • Set FF_DistanceReached[FF_Integer1] = 0.00
      • -------- XX Resets real timer for arc effect XX --------
      • Set FF_RealTimer[FF_Integer1] = 0.00
      • -------- XX Marks as undone XX --------
      • Set FF_Done[FF_Integer1] = False
      • -------- XX Removes loc leaks XX --------
      • Custom script: call RemoveLocation(udg_FF_TempPoint1)
      • Custom script: call RemoveLocation(udg_FF_TempPoint2)
      • -------- XX Setup ending : checks if the loop trigger is already running XX --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FF_Integer2 Equal to 0
        • Then - Actions
          • Trigger - Turn on Fire Fury Loop <gen>
        • Else - Actions
      • Set FF_Integer2 = (FF_Integer2 + 1)
  • Events
    • Time - Every 0.03 seconds of game time
  • Conditions
  • Actions
    • For each (Integer FF_Integer3) from 1 to FF_Integer1, do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • FF_Done[FF_Integer3] Equal to False
          • Then - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • FF_DistanceReached[FF_Integer3] Less than FF_FullDistance[FF_Integer3]
              • Then - Actions
                • Set FF_DistanceReached[FF_Integer3] = (FF_DistanceReached[FF_Integer3] + FF_FireBallSpeed[FF_Integer3])
                • Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
                • Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallSpeed[FF_Integer3] towards FF_Angle[FF_Integer3] degrees)
                • Unit - Move FF_DummyUnit[FF_Integer3] instantly to FF_TempPoint2
                • Custom script: call RemoveLocation(udg_FF_TempPoint1)
                • Custom script: call RemoveLocation(udg_FF_TempPoint2)
                • Set FF_RealTimer[FF_Integer3] = (FF_RealTimer[FF_Integer3] + (180.00 / (FF_FullDistance[FF_Integer3] / FF_FireBallSpeed[FF_Integer3])))
                • Set FF_FireBallDistance[FF_Integer3] = ((Sin(FF_RealTimer[FF_Integer3])) x FF_FireBallArcSettings[FF_Integer3])
                • Set FF_FireBallTempAdd[FF_Integer3] = ((FF_FullDistance[FF_Integer3] - FF_DistanceReached[FF_Integer3]) x (FF_FireBallAdditionnalDistance[FF_Integer3] / 666.00))
                • Set FF_FireBallDistance[FF_Integer3] = (FF_FireBallDistance[FF_Integer3] + FF_FireBallTempAdd[FF_Integer3])
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (FF_FireBall1[FF_Integer3] is alive) Equal to True
                  • Then - Actions
                    • Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
                    • Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistance[FF_Integer3] towards (FF_Angle[FF_Integer3] + 90.00) degrees)
                    • Set FF_TempPoint3 = (Position of FF_FireBall1[FF_Integer3])
                    • Unit - Move FF_FireBall1[FF_Integer3] instantly to FF_TempPoint2, facing (Angle from FF_TempPoint3 to FF_TempPoint1) degrees
                    • Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to
                    • Unit Group - Pick every unit in FF_TempGroup and do (Actions)
                      • Loop - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (FF_FireBall1[FF_Integer3] is alive) Equal to True
                            • ((Picked unit) is in FF_GroupFireBall1[FF_Integer3]) Equal to False
                          • Then - Actions
                            • Unit Group - Add (Picked unit) to FF_GroupFireBall1[FF_Integer3]
                            • Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
                            • Special Effect - Create a special effect attached to the chest of (Picked unit) using FF_SingleUnitEffect[FF_Integer3]
                            • Special Effect - Destroy (Last created special effect)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_AllowedToKeepMoving[FF_Integer3] Equal to False
                              • Then - Actions
                                • Unit - Remove FF_FireBall1[FF_Integer3] from the game
                                • Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
                              • Else - Actions
                          • Else - Actions
                    • Custom script: call DestroyGroup(udg_FF_TempGroup)
                    • Destructible - Pick every destructible within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 and do (Actions)
                      • Loop - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • FF_KillTrees[FF_Integer3] Equal to True
                          • Then - Actions
                            • Destructible - Kill (Picked destructible)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_GoThroughTrees[FF_Integer3] Equal to False
                              • Then - Actions
                                • Unit - Kill FF_FireBall1[FF_Integer3]
                              • Else - Actions
                          • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Terrain pathing at FF_TempPoint3 of type Amphibious Pathing is off) Equal to True
                      • Then - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • FF_AllowWater[FF_Integer3] Equal to False
                          • Then - Actions
                            • Unit - Kill FF_FireBall1[FF_Integer3]
                          • Else - Actions
                      • Else - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (Terrain pathing at FF_TempPoint3 of type Walkability is off) Equal to True
                            • FF_AllowCliffs[FF_Integer3] Equal to False
                          • Then - Actions
                            • Unit - Kill FF_FireBall1[FF_Integer3]
                          • Else - Actions
                    • Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))
                    • Unit Group - Pick every unit in FF_TempGroup and do (Actions)
                      • Loop - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (FF_FireBall1[FF_Integer3] is alive) Equal to True
                            • FF_HitBuildings[FF_Integer3] Equal to True
                          • Then - Actions
                            • Unit Group - Add (Picked unit) to FF_GroupFireBall1[FF_Integer3]
                            • Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
                            • Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
                            • Special Effect - Destroy (Last created special effect)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_GoThroughBuildings[FF_Integer3] Equal to False
                              • Then - Actions
                                • Unit - Remove FF_FireBall1[FF_Integer3] from the game
                                • Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
                              • Else - Actions
                          • Else - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_GoThroughBuildings[FF_Integer3] Equal to False
                              • Then - Actions
                                • Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
                                • Special Effect - Destroy (Last created special effect)
                                • Unit - Remove FF_FireBall1[FF_Integer3] from the game
                                • Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
                              • Else - Actions
                    • Custom script: call DestroyGroup(udg_FF_TempGroup)
                    • Custom script: call RemoveLocation(udg_FF_TempPoint1)
                    • Custom script: call RemoveLocation(udg_FF_TempPoint2)
                    • Custom script: call RemoveLocation(udg_FF_TempPoint3)
                  • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (FF_FireBall2[FF_Integer3] is alive) Equal to True
                  • Then - Actions
                    • Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
                    • Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistance[FF_Integer3] towards (FF_Angle[FF_Integer3] - 90.00) degrees)
                    • Set FF_TempPoint3 = (Position of FF_FireBall2[FF_Integer3])
                    • Unit - Move FF_FireBall2[FF_Integer3] instantly to FF_TempPoint2, facing (Angle from FF_TempPoint3 to FF_TempPoint1) degrees
                    • Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to
                    • Unit Group - Pick every unit in FF_TempGroup and do (Actions)
                      • Loop - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (FF_FireBall2[FF_Integer3] is alive) Equal to True
                            • ((Picked unit) is in FF_GroupFireBall2[FF_Integer3]) Equal to False
                          • Then - Actions
                            • Unit Group - Add (Picked unit) to FF_GroupFireBall2[FF_Integer3]
                            • Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
                            • Special Effect - Create a special effect attached to the chest of (Picked unit) using FF_SingleUnitEffect[FF_Integer3]
                            • Special Effect - Destroy (Last created special effect)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_AllowedToKeepMoving[FF_Integer3] Equal to False
                              • Then - Actions
                                • Unit - Remove FF_FireBall2[FF_Integer3] from the game
                                • Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
                              • Else - Actions
                          • Else - Actions
                    • Custom script: call DestroyGroup(udg_FF_TempGroup)
                    • Destructible - Pick every destructible within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 and do (Actions)
                      • Loop - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • FF_KillTrees[FF_Integer3] Equal to True
                          • Then - Actions
                            • Destructible - Kill (Picked destructible)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_GoThroughTrees[FF_Integer3] Equal to False
                              • Then - Actions
                                • Unit - Kill FF_FireBall2[FF_Integer3]
                              • Else - Actions
                          • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Terrain pathing at FF_TempPoint3 of type Amphibious Pathing is off) Equal to True
                      • Then - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • FF_AllowWater[FF_Integer3] Equal to False
                          • Then - Actions
                            • Unit - Kill FF_FireBall2[FF_Integer3]
                          • Else - Actions
                      • Else - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (Terrain pathing at FF_TempPoint3 of type Walkability is off) Equal to True
                            • FF_AllowCliffs[FF_Integer3] Equal to False
                          • Then - Actions
                            • Unit - Kill FF_FireBall2[FF_Integer3]
                          • Else - Actions
                    • Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))
                    • Unit Group - Pick every unit in FF_TempGroup and do (Actions)
                      • Loop - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (FF_FireBall2[FF_Integer3] is alive) Equal to True
                            • FF_HitBuildings[FF_Integer3] Equal to True
                          • Then - Actions
                            • Unit Group - Add (Picked unit) to FF_GroupFireBall2[FF_Integer3]
                            • Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire
                            • Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
                            • Special Effect - Destroy (Last created special effect)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_GoThroughBuildings[FF_Integer3] Equal to False
                              • Then - Actions
                                • Unit - Remove FF_FireBall2[FF_Integer3] from the game
                                • Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
                              • Else - Actions
                          • Else - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_GoThroughBuildings[FF_Integer3] Equal to False
                              • Then - Actions
                                • Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
                                • Special Effect - Destroy (Last created special effect)
                                • Unit - Remove FF_FireBall2[FF_Integer3] from the game
                                • Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
                              • Else - Actions
                    • Custom script: call DestroyGroup(udg_FF_TempGroup)
                    • Custom script: call RemoveLocation(udg_FF_TempPoint1)
                    • Custom script: call RemoveLocation(udg_FF_TempPoint2)
                    • Custom script: call RemoveLocation(udg_FF_TempPoint3)
                  • Else - Actions
              • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (FF_FireBall1[FF_Integer3] is alive) Equal to True
                    • (FF_FireBall2[FF_Integer3] is alive) Equal to True
                  • Then - Actions
                    • Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])
                    • Special Effect - Create a special effect at FF_TempPoint1 using FF_ExplosionEffect[FF_Integer3]
                    • Special Effect - Destroy (Last created special effect)
                    • Set FF_TempGroup = (Units within FF_FinalAoE[FF_Integer3] of FF_TempPoint1 matching (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to Tr
                    • Unit Group - Pick every unit in FF_TempGroup and do (Actions)
                      • Loop - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • ((Picked unit) is A structure) Equal to True
                          • Then - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • FF_BuildingAoE[FF_Integer3] Equal to True
                              • Then - Actions
                                • Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_AoEDamages[FF_Integer3] damage of attack type Spells and damage type Fire
                              • Else - Actions
                          • Else - Actions
                            • Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_AoEDamages[FF_Integer3] damage of attack type Spells and damage type Fire
                    • Custom script: call RemoveLocation(udg_FF_TempPoint1)
                    • Unit - Remove FF_FireBall1[FF_Integer3] from the game
                    • Unit - Remove FF_FireBall2[FF_Integer3] from the game
                  • Else - Actions
                    • Unit - Kill FF_FireBall1[FF_Integer3]
                    • Unit - Kill FF_FireBall2[FF_Integer3]
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • FF_KillTreesAoE[FF_Integer3] Equal to True
                  • Then - Actions
                    • Destructible - Pick every destructible within FF_FinalAoE[FF_Integer3] of FF_TempPoint1 and do (Destructible - Kill (Picked destructible))
                  • Else - Actions
                • Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]
                • Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]
                • Unit - Remove FF_DummyUnit[FF_Integer3] from the game
                • Set FF_Done[FF_Integer3] = True
                • Set FF_Integer2 = (FF_Integer2 - 1)
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • FF_Integer2 Equal to 0
                  • Then - Actions
                    • Set FF_Integer1 = 0
                    • Trigger - Turn off (This trigger)
                  • Else - Actions
          • Else - Actions
 
Level 12
Joined
Jan 13, 2008
Messages
559
here you go
==============================================================================
Warcraft III (build 6401)

Exe: D:\Warcraft III\War3.exe
Time: Jan 18, 2016 12:48:28.975 PM
User:
Computer: DESKTOP-8TSV459
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This application has encountered a critical error:

FATAL ERROR!

Program: D:\Warcraft III\War3.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:6F4C237F

The instruction at '0x6F4C237F' referenced memory at '0x0000000C'.
The memory could not be 'read'.


War3Build: 1.26.0.6401
Played Maps\Test\WorldEditTestMap.w3x
Player 0 WorldEdit Race NightElf StartLoc 0
Player 1 Computer (Normal) Race Undead StartLoc 1
Player 2 Race Human StartLoc 2
Player 3 Race Human StartLoc 3
Player 4 Race Human StartLoc 4
Player 5 Race Human StartLoc 5
Player 6 Race Human StartLoc 6
Player 7 Race Human StartLoc 7
Player 8 Race Undead StartLoc 8
Player 9 <Unused> Race NightElf StartLoc -1
Player 10 <Unused> Race Undead StartLoc -1
Player 11 <Unused> Race Orc StartLoc -1
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x86 Registers
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EAX=00000000 EBX=0E3689E4 ECX=00000004 EDX=00000000 ESI=0019F974
EDI=0019F97C EBP=0B0B8FB4 ESP=0019F8EC EIP=6F4C237F FLG=00210202
CS =0023 DS =002B ES =002B SS =002B FS =0053 GS =002B


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Stack Trace (Manual)
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Address Frame Logical addr Module

6F4C237F 0B0B8FB4 0001:004C137F D:\Warcraft III\Game.dll

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Stack Trace (Using DBGHELP.DLL)
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6F4C237F Game.dll GameMain+4950831 (0x00000000,0x54A653EA,0x0E361584,0x0909C104)


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Level 12
Joined
Jan 13, 2008
Messages
559
here you go
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Memory Dump
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Code: 16 bytes starting at (EIP = 6F4C237F)

6F4C237F: 8B 52 0C 6A 00 6A 00 8D 4E 0C 51 57 8D 4E 04 51 .R.j.j..N.QW.N.Q


Stack: 1024 bytes starting at (ESP = 0019F8EC)

* = addr ** *
0019F8E0: 01 6C 4A 6F E0 13 57 16 80 05 5A 16 74 F9 19 00 .lJo..W...Z.t...
0019F8F0: 40 F9 19 00 3D 23 47 6F 00 00 00 00 EA 53 A6 54 @...=#Go.....S.T
0019F900: 84 15 36 0E 04 C1 09 09 B4 8F 0B 0B E4 89 36 0E ..6...........6.
0019F910: E4 CD D1 6C E0 5D 87 6F 90 F9 19 00 00 00 00 00 ...l.].o........
0019F920: 40 F9 19 00 40 F9 19 00 00 00 00 00 54 F9 19 00 @[email protected]...
0019F930: 40 F6 82 6F FF FF FF FF A0 25 47 6F AA 53 A6 54 @..o.....%Go.S.T
0019F940: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0019F950: 00 00 00 00 FC F9 19 00 98 F6 82 6F 00 00 00 00 ...........o....
0019F960: 04 39 04 6F 74 F9 19 00 70 F9 19 00 04 C1 09 09 .9.ot...p.......
0019F970: 0A D7 A3 3C 00 00 00 00 06 00 30 04 00 00 00 00 ...<......0.....
0019F980: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0019F990: 00 00 00 00 C8 38 04 6F 3C E3 18 0E FC 9D 0A 0B .....8.o<.......
0019F9A0: 04 C1 09 09 54 3F 09 0B D1 3C 05 6F E4 89 36 0E ....T?...<.o..6.
0019F9B0: B4 8F 0B 0B A8 FA 05 6F E8 3B A8 6F FD A6 62 6F .......o.;.o..bo
0019F9C0: E8 3B A8 6F 22 53 A6 54 84 15 36 0E 98 15 36 0E .;.o"S.T..6...6.
0019F9D0: 09 00 00 00 0C 03 43 16 00 00 00 00 02 00 00 00 ......C.........
0019F9E0: FC 9D 0A 0B EC F9 19 00 B4 8F 0B 0B B4 8F 0B 0B ................
0019F9F0: 54 FA 19 00 00 00 00 00 A0 00 3D 10 50 FA 19 00 T.........=.P...
0019FA00: 88 0A 84 6F 00 00 00 00 D0 A7 62 6F 84 36 00 00 ...o......bo.6..
0019FA10: E8 3B A8 6F 84 15 36 0E 84 15 36 0E ED 1F 47 6F .;.o..6...6...Go
0019FA20: 84 36 00 00 E8 3B A8 6F 84 15 36 0E E4 89 36 0E .6...;.o..6...6.
0019FA30: 62 26 47 6F 84 36 00 00 E8 3B A8 6F 00 00 00 00 b&Go.6...;.o....
0019FA40: AE 50 A6 54 88 FA 19 00 84 15 36 0E 0C 03 43 16 .P.T......6...C.
0019FA50: DC FB 19 00 C8 F6 82 6F 00 00 00 00 BB 2B 47 6F .......o.....+Go
0019FA60: 0C 03 43 16 E4 89 36 0E 00 00 00 00 88 FA 19 00 ..C...6.........
0019FA70: 84 FD 47 6F 65 69 70 60 88 FA 19 00 B8 00 EC 08 ..Goeip`........
0019FA80: 66 7E 4A 6F 88 FA 19 00 73 69 6C 5E 6C 69 70 60 f~Jo....sil^lip`
0019FA90: 65 69 70 60 0C 03 43 16 F8 27 C2 15 00 00 00 00 eip`..C..'......
0019FAA0: 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF ................
0019FAB0: FF FF FF FF 36 81 4A 6F F8 27 C2 15 B8 00 CC 08 ....6.Jo.'......
0019FAC0: 0C 03 43 16 B8 06 C2 15 70 02 CC 08 0B 00 00 00 ..C.....p.......
0019FAD0: 6C 00 00 00 4E 38 00 00 4E 38 00 00 00 00 00 00 l...N8..N8......
0019FAE0: 57 88 4A 6F 09 00 00 00 01 00 00 00 00 00 00 00 W.Jo............
0019FAF0: 94 07 CE 0E 34 02 0B 0B 0C 03 43 16 5B 60 4A 6F ....4.....C.[`Jo
0019FB00: 01 00 00 00 6C 65 72 5E 6C 65 72 5E 67 69 73 5E ....ler^ler^gis^
0019FB10: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0019FB20: 00 00 00 00 00 00 00 00 FF FF FF FF FF FF FF FF ................
0019FB30: EA 69 4A 6F 67 69 73 5E 00 00 00 00 63 02 18 42 .iJogis^....c..B
0019FB40: 94 07 CE 0E 14 01 CC 08 98 E4 46 6F 94 07 CE 0E ..........Fo....
0019FB50: CC 00 CC 08 54 E9 46 6F 0C 01 CC 08 CC 00 CC 08 ....T.Fo........
0019FB60: 63 02 18 42 21 EA 46 6F B8 00 CC 08 9C 02 09 0B c..B!.Fo........
0019FB70: 64 FC 19 00 63 02 18 42 00 00 80 3F 00 00 00 00 d...c..B...?....
0019FB80: 9B F3 46 6F 97 0C 47 6F 64 FC 19 00 84 A9 0A 0B ..Fo..God.......
0019FB90: 34 02 0B 0B 58 49 2F 6F BE 75 53 6F FD A6 62 6F 4...XI/o.uSo..bo
0019FBA0: 50 FC 19 00 42 51 A6 54 50 FC 19 00 BC 00 1A 0A P...BQ.TP.......
0019FBB0: 05 00 00 00 00 00 00 00 00 00 00 00 42 00 00 00 ............B...
0019FBC0: 84 A9 0A 0B C4 98 F5 15 94 01 0B 0B 94 01 0B 0B ................
0019FBD0: 29 E6 7A 6F 00 00 00 00 00 00 00 00 68 FC 19 00 ).zo........h...
0019FBE0: 88 0A 84 6F 00 00 00 00 D0 A7 62 6F 92 00 09 40 ...o......bo...@
0019FBF0: 50 FC 19 00 50 FC 19 00 80 07 97 6F A1 9A 62 6F P...P......o..bo
0019FC00: 92 00 09 40 50 FC 19 00 B8 00 1A 0A F7 78 53 6F [email protected]
0019FC10: 50 FC 19 00 03 00 00 00 B0 00 1A 0A B8 00 1A 0A P...............
0019FC20: 85 37 55 6F 50 FC 19 00 C6 56 A6 54 C8 FC 19 00 .7UoP....V.T....
0019FC30: B0 00 1A 0A 00 00 00 00 20 01 D7 05 02 00 00 00 ........ .......
0019FC40: 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00 ................
0019FC50: E4 80 95 6F 00 00 00 00 92 00 09 40 00 00 00 00 ...o.......@....
0019FC60: 00 00 00 00 0A D7 A3 3B B0 FC 19 00 38 75 83 6F .......;....8u.o
0019FC70: 00 00 00 00 13 39 55 6F 19 00 00 00 48 01 D9 05 .....9Uo....H...
0019FC80: 3D 25 63 6F 62 56 A6 54 88 00 D7 05 88 00 D7 05 =%cobV.T........
0019FC90: D0 87 15 1A 05 00 00 00 48 01 D9 05 E8 00 D9 05 ........H.......
0019FCA0: 98 00 D7 05 88 00 D7 05 00 00 00 00 01 00 00 00 ................
0019FCB0: 70 FF 19 00 38 11 84 6F 00 00 00 00 8B D7 62 6F p...8..o......bo
0019FCC0: C8 FC 19 00 90 C2 75 3C 90 C2 75 3C D0 87 15 1A ......u<..u<....
0019FCD0: 7C 03 63 6F F0 4B 60 74 00 00 00 6F 50 9F 5F 74 |.co.K`t...oP._t
0019FCE0: B0 78 5F 74 00 00 00 00 00 00 00 00 45 6E 67 69 .x_t........Engi


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100% seems arbitrary. How many units are you casting it on?

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