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Known causes for game crash?

07-03-2009, 10:23 PM#1
zeroXD
All right, so I'm a bit stuck on this one.
A problem I have is that this map of mine has an ugly tendency to crash quite unpredictably during play, and so far I've had no luck tracing it back to it's source. When it crashes, the game simply exits to windows without as much as an error message.

Luckily, the script section of the map isn't all that vast yet, so it isn't that cumbersome to look through. Initially, I thought the crash was caused through dividing by zero, but I've worked quite hard to ensure that won't happen, and believe to have fixed any instances where that could happen.

Now, since I don't really know where to go next, I'll ask of you; Are there any known ways to crash the game (Without the fatal error message, or just freezing it all up) besides dividing by zero?
07-04-2009, 07:23 AM#2
0zyx0
Yes. Units with orb effects and AoE attack, moving a unit outside the playable map area, several thing caused by the abilities engineering upgrade and spellbook, but they may have been fixed.
07-04-2009, 08:22 AM#3
Bobo_The_Kodo
%s, failed ExecuteFunc, some trigger loops...
07-04-2009, 09:03 AM#4
0zyx0
And something about creating a building with triggers, that doesn't have a pathing texture.
07-04-2009, 09:29 AM#5
tamisrah
My Collection of possible reasons for fatals:
Hidden information:
Ability Connected:
- Chainlightning: end game crash
- orb effect + attack ground
- modified flamestrike interacting with non modified
- tooltip with invalid expression followed by atleast 63 characters
- spellbook inside spellbook
- morph, alternate destroyer form, avatar, metamorphosis: various bugs & errors

Triggers
- call GetWorldBounds on global initialization
- using a rect created upon init
- Player(n) 15<n or 0>n
- non existant array index
- handling null handles <- not confirmed
- ExecuteFunc on non-existant function
- non initialized event responses (GetExpiredTimer)
- doing stuff outside map bounds
- H2I + Addition
- BJDebugMsg(H2S(someHandle))
- infinte loop
- moving a destroyed lightning
- native -> codevar

Other:
- ColorCodes within Team Names <- not confirmed
07-04-2009, 11:13 PM#6
Archmage Owenalacaster
I've never had trouble with nested spellbooks.
07-05-2009, 04:41 AM#7
zeroXD
Meh, for some reason, removing a destructible the instant it dies seems to crash the game.
Anyway, solved. Thank you for your time.

Out of curiousity, though, how does Chain Lightning crash the game? I've never had problems with nesting spellbooks, either, but I assume you mean putting the book inside itself, in which case I can see why it goes wrong.
07-05-2009, 04:45 AM#8
Archmage Owenalacaster
Chain Lightning with a large number of jumps can crash the game.
07-05-2009, 12:12 PM#9
tamisrah
Sorry for beeing unclear about the spellbook, you have to add a spellbook inside itself to crash the game.
10-16-2009, 02:11 PM#10
Matarael
Can someone expand the bit about the Engineering Upgrade related crash?

I seem to encounter this problem, especially when I apply it to an item.
10-16-2009, 03:29 PM#11
Tot
to long trigger calls/comments can cause a crash

function declarations with more than 30(+/-2) taken elements or code lines/comments with more than 100-200 chars