- Joined
- Mar 19, 2009
- Messages
- 68
Hello, I am making a loap type map, and when I tried to test it, it suddenly kept saying "Script Error" and says I have 7024 errors in my script. Here are all my triggers...
And this is the trigger that I made just before glitch happened...
Whenever I delete any trigger, the amount of Script Errors lowers by about 20
Please help! Map attached below...
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Baby Crabs
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Events
- Time - Every (Random real number between 5.00 and 30.00) seconds of game time
- Conditions
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Actions
- Unit - Create 1 Baby Crab for Neutral Passive at (Position of (Random unit from (Units of type Female Crab))) facing (Random real number between 0.00 and 360.00) degrees
- Set BabyCrab[((Execution count of (This trigger)) + 1)] = (Last created unit)
- Wait (Random real number between 60.00 and 80.00) seconds
- If ((Random integer number between 1 and 10) Greater than or equal to 5) then do (Unit - Replace BabyCrab[((Execution count of (This trigger)) + 1)] with a Female Crab using The old unit's relative life and mana) else do (Unit - Replace BabyCrab[((Execution count of (This trigger)) + 1)] with a Male Crab using The old unit's relative life and mana)
- Set BabyCrab[((Execution count of (This trigger)) + 1)] = (Last replaced unit)
- Wait (Random real number between 60.00 and 80.00) seconds
- Unit - Kill BabyCrab[((Execution count of (This trigger)) + 1)]
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Events
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Center Inn Enter 1
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Events
- Unit - A unit enters Center Inn <gen>
- Conditions
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Actions
- Dialog - Change the title of CenterInn to Enter Crossroads Ta...
- Dialog - Show CenterInn for (Owner of (Triggering unit))
- Set EnteringUnit[((Execution count of (This trigger)) + 1)] = (Triggering unit)
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Events
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Center Inn Enter 2
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Events
- Dialog - A dialog button is clicked for CenterInn
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Clicked dialog button) Equal to CenterInnYes
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Then - Actions
- Trigger - Turn off Center Inn Exit 1 <gen>
- Unit - Move EnteringUnit[((Execution count of Center Inn Enter 1 <gen>) + 1)] instantly to (Center of Center Inn Inside <gen>)
- Wait 2.00 seconds
- Trigger - Turn on Center Inn Exit 1 <gen>
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Center Inn Exit 1
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Events
- Unit - A unit enters Center Inn Inside <gen>
- Conditions
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Actions
- Dialog - Change the title of CenterInnExit to Exit Crossroads Tav...
- Dialog - Show CenterInnExit for (Owner of (Triggering unit))
- Set ExitingUnit[((Execution count of (This trigger)) + 1)] = (Triggering unit)
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Events
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Center Inn Exit 2
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Events
- Dialog - A dialog button is clicked for CenterInnExit
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Clicked dialog button) Equal to CenterInnExitYes
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Then - Actions
- Trigger - Turn off Center Inn Enter 1 <gen>
- Unit - Move ExitingUnit[((Execution count of Center Inn Exit 1 <gen>) + 1)] instantly to (Center of Center Inn <gen>)
- Wait 2.00 seconds
- Trigger - Turn on Center Inn Enter 1 <gen>
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Init
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Events
- Map initialization
- Conditions
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Actions
- Advanced - Initialize advanced triggers
- Dialog - Create a dialog button for CenterInn labelled Yes
- Set CenterInnYes = (Last created dialog Button)
- Dialog - Create a dialog button for CenterInn labelled No
- Set CenterInnNo = (Last created dialog Button)
- Dialog - Create a dialog button for CenterInnExit labelled Yes
- Set CenterInnExitYes = (Last created dialog Button)
- Dialog - Create a dialog button for CenterInnExit labelled No
- Set CenterInnExitNo = (Last created dialog Button)
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Events
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Alliances
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Events
- Time - Elapsed game time is 0.01 seconds
- Conditions
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Actions
- Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally
- Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally
- Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally
- Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally
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Events
And this is the trigger that I made just before glitch happened...
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Number 1
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Events
- Time - Elapsed game time is 0.01 seconds
- Conditions
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Actions
- Cinematic - Turn cinematic mode On for Player Group - Player 1 (Red)
- Camera - Apply Qab 1 <gen> for Player 1 (Red) over 0.00 seconds
- Advanced - Show multiple choice dialog for Player 1 (Red) using Qab as speaker name providing the 5 choices Are you a male? (Press "F1"), Or a female? (Press "F2"), Empty String, Empty String, Empty String and using Qab 0028 <gen> as speaker and provide 20.00 seconds time to decide and show chosen line for 3.00 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Last chosen multiple choice line of Player 1 (Red)) Equal to 1
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Then - Actions
- Unit - Create 1 Citizen for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing (270.0) degrees
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Else - Actions
- Unit - Create 1 Citizen for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing (270.0) degrees
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If - Conditions
- Camera - Apply Start 1 <gen> for Player 1 (Red) over 0.00 seconds
- Cinematic - Send transmission to Player Group - Player 1 (Red) from Qab 0028 <gen> named Qab: Play No sound and display This is your charac.... Modify duration: Add 10.00 seconds and Wait
- Cinematic - Turn cinematic mode Off for Player Group - Player 1 (Red) over 1.00 seconds
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Events
Whenever I delete any trigger, the amount of Script Errors lowers by about 20
Please help! Map attached below...