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What could cause random units to have their animations speed up?

Level 15
Joined
Jun 9, 2008
Messages
308
Continuing on my quest to figure out what the hooting hells is wrong with my map and causes it to crash, I believe I might have uncovered a clue:

In most test games (perhaps all), at some point random units start having animation speeds increase significantly.
My hypothesis is that maybe something causes their anim speed to increase further and further, and more and more units are affected, perhaps exponentially, until the game can no longer handle it and crashes.

(I run Task Manager, and the crash behaviour is usually that the MBs stay fairly stable and low for a relatively long time until suddenly they jump and the game crashes. The timing seems to be random except very shortly before the crash: I save the game at regular intervals, and reload it to see if I can reproduce the crash event. Often the reloaded game runs normally, but if my save was like one minute or 30 seconds before the crash event, the crash event usually happens in the new try as well).

Since it's a huge map, I often do not find the affected units except by coincidence.

Most of the time, it seems to affect worker units, but at least in one case, two transport units were affected as well.

It doesn't ever seem to be all units of one unit type, or all units of one player.

Obviously I checked my triggers. However there is only one trigger I found where I explicitely triggered something about speed, and that was attack speed, and I already checked, it's not affecting any unit outside the intended units and certainly does not cause them to speed up infinitely and exponentially.

Models don't seem to be corrupt, at least according to sanity check.

So, any other ideas what could cause something like this?
Maybe the random insane anim speeds are a secondary symptom of what causes the coming crash, rather than the cause?
 
Last edited:
Level 23
Joined
Dec 4, 2007
Messages
1,557
Collect more data, is it only workers and transports?
Do the transports harvest resources?
Using default abilities in unintended ways that might corrupt the map?

Tried:
Game - Set game speed to Fastest
Game - Lock the game speed

Can you make a .gif of how it looks when spazzing out?
 
Level 15
Joined
Jun 9, 2008
Messages
308
Workers appearing to move slowly is default behavior iirc, it has to do with the distance between the gold mine and the town hall and the numbers of workers assigned, something like that

Not sure about transports though, that sounds less normal
Thank you; even with affected workers though, the weird thing is, it looks like their "walk" animation works normally (have to take a closer look, my workers are vehicles where the main walk movement is the turning wheels) and where they really turn into a blurr is when harvesting lumber (or in that case of the acolyte-based one I once discovered: when mining haunted goldmine).
 
Level 15
Joined
Jun 9, 2008
Messages
308
Collect more data, is it only workers and transports?
Do the transports harvest resources?
Using default abilities in unintended ways that might corrupt the map?

Tried:
Game - Set game speed to Fastest
Game - Lock the game speed

Can you make a .gif of how it looks when spazzing out?
Thanks I will see about the gif because I kinda really want to show what it looks like, it's so weird. In one saved game, I have 2 blue transport copters in their stand animation turn their blades like they wanna be blenders, whereas a violet copter is turning at its regular chill speed.

The choppers don't collect resources.

The one thing all affected units I found seem to have in common is being affected by devotion aura. But I checked the ability in the editor, it's supposed to be regular old armor bonus. But worth more investigation.
EDIT: Maybe I messed with buffs, somehow? But then again, most units under devotion aura, workers or not, seem not to be affected, only some.
 
Level 15
Joined
Jun 9, 2008
Messages
308
Can you make a .gif of how it looks when spazzing out?

Anyway, here is a sample:

This is the "accelerated" copter model (acolyte-based workers in background seem to perform normally)
2024-06-23-13-48-09-Mod.gif

This is what a "normal" version looks like. From the same map, at the same time.

2024-06-23-13-48-39-Mod_tiny.gif

Unfortunately, I noticed that the devotion aura is not actually a common denominator.
 
Level 45
Joined
Feb 27, 2007
Messages
5,578
Try making a trigger like this and see if it fixes any units with high speed:
  • Events
    • //whatever event you want
  • Conditions
  • Actions
    • Unit Group - Pick every unit in (Units currently selected by YOUR PLAYER) and do (Actions)
    • Loop - Actions
      • Unit - Set (Picked Unit)’s animation speed to 50% //I don’t remember the actual syntax of this action
      • Unit - Set (Picked Unit)’s animation speed to 100%
Yes this leaks a group but it’s just for debug purposes. If the animation speed is not fixed then the issue is beyond just animation speed.
 
Level 23
Joined
Dec 4, 2007
Messages
1,557
They look like as if having a "stand fast" (like walk fast) animation.
And one worker seems to on adrenaline on the far right, unless it instead is a sorter-arm like in Factorio - can't quite make it out.
Actually, it could be an undead mine with the ground-sfx runes changed to red?!

What Pyrogasm said and also, try to replicate it with units under your control only - maybe the ai is doing something off.
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,866
Adding to what Pyro said, you can go into the Object Manager and find all cases of this function:
  • Unit - Set (Picked Unit)’s animation speed to 100%
It'll direct you to the triggers that are using it.

This could also be getting called in code so you may want to search through / disable any Jass/Lua systems that you're using.
 
Level 15
Joined
Jun 9, 2008
Messages
308
Try making a trigger like this and see if it fixes any units with high speed:
  • Events
    • //whatever event you want
  • Conditions
  • Actions
    • Unit Group - Pick every unit in (Units currently selected by YOUR PLAYER) and do (Actions)
    • Loop - Actions
      • Unit - Set (Picked Unit)’s animation speed to 50% //I don’t remember the actual syntax of this action
      • Unit - Set (Picked Unit)’s animation speed to 100%
Yes this leaks a group but it’s just for debug purposes. If the animation speed is not fixed then the issue is beyond just animation speed.

Adding to what Pyro said, you can go into the Object Manager and find all cases of this function:
  • Unit - Set (Picked Unit)’s animation speed to 100%
It'll direct you to the triggers that are using it.

This could also be getting called in code so you may want to search through / disable any Jass/Lua systems that you're using.
Thank you, I will see what results I get with the triggers and report back here with an Edit.
EDIT: I do not have any triggers with a function like that.
I also got the impression that using the pick unit trigger to manually reduce anim speed isn't helping, but then again as always the problem is I don't always know which unit(s) are the culprit(s) that might make the game crash, and once it becomes clear the units have sped up so much I usually cannot "catch" them before the game crashes.

They look like as if having a "stand fast" (like walk fast) animation.
(...)
What Pyrogasm said and also, try to replicate it with units under your control only - maybe the ai is doing something off.
That particular model doesn't have an animation like that;
I don't recall this ever actually happening to any of my own units, come to think of it. Huh.
 
Last edited:
Level 15
Joined
Jun 9, 2008
Messages
308
I guess I'll just wrap this up:

I tried slowing down unit animation with a trigger, I reduced game speed, I attacked the affected units to see if it can reset them somehow. To now awail.

So here is my hypothesis: My map is glitching, and the units going crazy are merely a symptom of it.
All I can do I guess is try to see what breaks my map, but this way I am kinda back to square one.

One last GIF of the phenomenon: The affected acolyte-types are the one at the top left and the one at the bottom right.
Copper Adrenaline Gif.gif
 
Level 28
Joined
Dec 3, 2020
Messages
970
Maybe it's off topic (although I think it's related to the topic imo), BUT:
Why do, for example, peasants or peons that repair a structure suddenly have their animation literally doubled or tripled in speed during repairs?
I am talking about normal maps without any triggers. The weird thing is that it doesn't seem to affect all peasants, but the vast majority.
This 100% happens on patch 1.29.2, but not on patch 1.00 for example.
I wonder, are there other patches that are bugged like that or is is 1.29.2 specific bug? I swear it's like the peasant injects himself with 1 gigalitre of adrenaline before he starts repairing a structure or a unit.
 
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