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Strange Compiling Error

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Level 6
Joined
Apr 27, 2006
Messages
186
error.jpg


I can't save the game until I fix this error. It was working fine about an hour or so ago, the only things I have changed:
-Accidentally clicked on the AI Editor (after which I promptly closed it)
-Added some GUI triggers
-Changed some stats of CUSTOM abilities
-Created some new Custom abilities
-Changed The Death and Decay buff effect
-Changed the name, title, and soundset of the non-custom hero Paladin

I can't save the map until I fix this problem, so help is much appreciated :(!
 
Level 6
Joined
Apr 27, 2006
Messages
186
Ok one second I'll upload it.
 

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  • treantTMap.w3x
    1.5 MB · Views: 58
Level 6
Joined
Apr 27, 2006
Messages
186
Naw I don't care about that :p. Posted in the my above. Note that this is the map a few hours ago. I used someone else's template map, so it's possible it could be one of his JASS triggers, though again it worked before, and I haven't changed any of his JASS triggers, only changed the stuff I said I changed in the main post.
  • Flash Foilage Learn
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Flash Foilage
    • Actions
      • Unit - Add Flash Foilage Right to (Triggering unit)
      • Unit - Set level of Flash Foilage for (Triggering unit) to (Level of Flash Foilage for (Triggering unit))
  • Flash Foilage
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Flash Foilage Right
          • (Ability being cast) Equal to Flash Foilage
    • Actions
      • Set ffAngle = (Angle from (Position of (Triggering unit)) to (Target point of ability being cast))
      • Set ffPoint = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Flash Foilage Right
        • Then - Actions
          • Trigger - Turn on Flash Foilage Effect Left <gen>
          • Set flashFoilageTimer = -1
        • Else - Actions
          • Trigger - Turn on Flash Foilage Effect Right <gen>
          • Set flashFoilageTimer = 1
  • Flash Foilage Effect Left
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set flashFoilageTimer = (flashFoilageTimer + 1)
      • Set ffCounter = 1
      • Unit Group - Pick every unit in ffGroup and do (Actions)
        • Loop - Actions
          • Set ffPoints[ffCounter] = (Position of (Picked unit))
          • Set ffCounter = (ffCounter + 1)
      • For each (Integer A) from 1 to 20, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units within 27.00 of ffPoints[(Integer A)] matching ((((Matching unit) belongs to an enemy of (Owner of Corrutped Treant 0025 <gen>)) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Actions)
            • Loop - Actions
              • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 27.00 towards (ffAngle + ((Real(ffCounter)) + 90.00)) degrees)
              • Unit - Pause (Picked unit)
              • Unit - Cause Corrutped Treant 0025 <gen> to damage (Picked unit), dealing 25.00 damage of attack type Spells and damage type Normal
      • Unit Group - Pick every unit in ffGroup and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
          • Unit Group - Remove (Picked unit) from ffGroup
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Vine Prison Dummy Caster for (Owner of Corrutped Treant 0025 <gen>) at (ffPoint offset by ((800.00 / 15.00) x (Real((Integer A)))) towards (ffAngle + (Real(flashFoilageTimer))) degrees) facing Default building facing degrees
          • Unit Group - Add (Last created unit) to ffGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • flashFoilageTimer Equal to 100
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Unit Group - Pick every unit in ffGroup and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
              • Unit Group - Remove (Picked unit) from ffGroup
        • Else - Actions
  • Flash Foilage Effect Right
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set flashFoilageTimer = (flashFoilageTimer - 1)
      • Set ffCounter = 1
      • Unit Group - Pick every unit in ffGroup and do (Actions)
        • Loop - Actions
          • Set ffPoints[ffCounter] = (Position of (Picked unit))
          • Set ffCounter = (ffCounter + 1)
      • For each (Integer A) from 1 to 20, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units within 27.00 of ffPoints[(Integer A)] matching (((Owner of (Matching unit)) is an enemy of (Owner of Corrutped Treant 0025 <gen>)) Equal to True)) and do (Actions)
            • Loop - Actions
              • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 27.00 towards (ffAngle + ((Real(ffCounter)) + 90.00)) degrees)
              • Unit - Pause (Picked unit)
              • Unit - Cause Corrutped Treant 0025 <gen> to damage (Picked unit), dealing 25.00 damage of attack type Spells and damage type Normal
      • Unit Group - Pick every unit in ffGroup and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
          • Unit Group - Remove (Picked unit) from ffGroup
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Vine Prison Dummy Caster for (Owner of Corrutped Treant 0025 <gen>) at (ffPoint offset by ((800.00 / 15.00) x (Real((Integer A)))) towards (ffAngle + (Real(flashFoilageTimer))) degrees) facing Default building facing degrees
          • Unit Group - Add (Last created unit) to ffGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • flashFoilageTimer Equal to -100
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            • Loop - Actions
              • Unit - Unpause (Picked unit)
          • Unit Group - Pick every unit in ffGroup and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
              • Unit Group - Remove (Picked unit) from ffGroup
        • Else - Actions
  • Vine Prison
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Vine Prison
    • Actions
      • Set vinePrisonCounter = 0
      • Set vinePrisonCastPoint = (Position of (Triggering unit))
      • Set vinePrisonRadius = (vinePrisonCounter + 1)
      • Trigger - Turn on Vine Prison Effect <gen>
      • Wait 3.00 seconds
      • Trigger - Turn off Vine Prison Effect <gen>
      • Unit Group - Pick every unit in (Units of type Vine Prison Effect) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
  • Vine Prison Effect
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set numberOfVineTrapDummies = (44 - (Integer((0.10 x (Real(vinePrisonCounter))))))
      • Set vinePrisonRadius = ((375 - (vinePrisonCounter x 8)) + 1)
      • Unit Group - Pick every unit in (Units of type Vine Prison Effect) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • For each (Integer A) from (-1 x (numberOfVineTrapDummies / 4)) to (numberOfVineTrapDummies / 4), do (Actions)
        • Loop - Actions
          • Set xVinePrisonDummyPos = (0.00 + ((Real((Integer A))) x ((Real(vinePrisonRadius)) / ((Real(numberOfVineTrapDummies)) / 4.00))))
          • Unit - Create 1 Vine Prison Effect for (Owner of Corrutped Treant 0025 <gen>) at (Point((xVinePrisonDummyPos + (X of vinePrisonCastPoint)), ((Y of vinePrisonCastPoint) + (Square root(((Real((vinePrisonRadius x vinePrisonRadius))) - (xVinePrisonDummyPos x xVinePrisonDummyPos))))))) facing Default building facing degrees
          • Unit - Create 1 Vine Prison Effect for (Owner of Corrutped Treant 0025 <gen>) at (Point((xVinePrisonDummyPos + (X of vinePrisonCastPoint)), ((Y of vinePrisonCastPoint) - (Square root(((Real((vinePrisonRadius x vinePrisonRadius))) - (xVinePrisonDummyPos x xVinePrisonDummyPos))))))) facing Default building facing degrees
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Vine Prison Effect)) and do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units within 50.00 of (Position of (Picked unit)) matching (((Owner of (Matching unit)) is an enemy of (Owner of Corrutped Treant 0025 <gen>)) Equal to True)) and do (Actions)
            • Loop - Actions
              • Unit - Create 1 Vine Prison Dummy Caster for (Owner of Corrutped Treant 0025 <gen>) at (Position of (Picked unit)) facing Default building facing degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Set level of Vine Prison Stun + Damage (Neutral Hostile) for (Picked unit) to (Level of Vine Prison for Corrutped Treant 0025 <gen>)
              • Unit - Order (Last created unit) to Neutral - Firebolt (Picked unit)
      • Set vinePrisonCounter = (vinePrisonCounter + 1)
  • Death and Decay
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death And Decay (Custom)
    • Actions
      • Set deathAndDecayCastPoint = (Target point of ability being cast)
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Corrutped Treant 0025 <gen>)) Equal to True) and (((Matching unit) is A structure) Equal to False)))) and do (Actions)
        • Loop - Actions
          • Unit - Set the custom value of (Picked unit) to 0
      • Trigger - Turn on Death and Decay Effect <gen>
      • Wait 6.00 seconds
      • Trigger - Turn off Death and Decay Effect <gen>
  • Death and Decay Effect
    • Events
      • Time - Every 0.35 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units within (285.00 + (Real((15 x (Level of Death And Decay (Custom) for Corrutped Treant 0025 <gen>))))) of (Center of (Playable map area)) matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Corrutp and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Integer((X of (Position of (Picked unit))))) + (Integer((Y of (Position of (Picked unit)))))) Not equal to (Custom value of (Picked unit))
            • Then - Actions
              • Unit - Cause Corrutped Treant 0025 <gen> to damage (Picked unit), dealing (((Real((Custom value of (Picked unit)))) - ((X of (Position of (Picked unit))) + (Y of (Position of (Picked unit))))) / (2.20 - (0.20 x (Real((Level of Death And Decay (Custom) for Corrutped Treant 0025 <gen>)))))) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • Unit - Set the custom value of (Picked unit) to ((Integer((X of (Position of (Picked unit))))) + (Integer((Y of (Position of (Picked unit))))))
 
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