- Joined
- Jul 1, 2008
- Messages
- 1,314
Good Evening Ladies and Gentlemen,
Short:
Is there a way to have too many events of type
in a map?
Details:
In my current project, I got certain code blocks, which recognize entering units.
After the game started right after the initialization phase, units get displaced randomly and stopp moving randomly, if I select them and order them to move somewhere.
When that happens, core mechanics of the game stopp to work quite randomly, some of them are correctly set up and some are not.
I disabled all code blocks to track the down the problem, which turned out to be:
Description
that I cannot create anymore triggers with the above mentionned event. If I comment out only one arbitrary event register from the map script, the described problems vanish. If I add an empty trigger just with this event, the problems start to re-appear.
If I change mapInitialPlayableArea to some other rect, where also some units enter shortly after map initialization, the problems do not occur.
---------------
Can someone point me towards the problem? Is there some event cap hardcoded?
I am glad for any help and Best regards!
Short:
Is there a way to have too many events of type
JASS:
call TriggerRegisterEnterRectSimple( gg_trg_test, bj_mapInitialPlayableArea)
Details:
In my current project, I got certain code blocks, which recognize entering units.
After the game started right after the initialization phase, units get displaced randomly and stopp moving randomly, if I select them and order them to move somewhere.
When that happens, core mechanics of the game stopp to work quite randomly, some of them are correctly set up and some are not.
I disabled all code blocks to track the down the problem, which turned out to be:
Description
that I cannot create anymore triggers with the above mentionned event. If I comment out only one arbitrary event register from the map script, the described problems vanish. If I add an empty trigger just with this event, the problems start to re-appear.
If I change mapInitialPlayableArea to some other rect, where also some units enter shortly after map initialization, the problems do not occur.
---------------
Can someone point me towards the problem? Is there some event cap hardcoded?
I am glad for any help and Best regards!