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PLz help with map problem

10-10-2003, 03:28 AM#1
sansui
ok i get this when i test the map it dosnt oad the map it just shows this.
10-10-2003, 03:43 AM#2
Mr. Euthanasia
Does your map use triggers?
10-10-2003, 03:51 AM#3
sansui
yes it does lol it has a few ill post them LOL
----------------------------------------------------
1st one
event
Unit - A unit comes within 40.00 of Castle HQ 0003 <gen>
Unit - A unit comes within 40.00 of Castle HQ 0002 <gen>
Unit - A unit comes within 40.00 of Castle HQ 0008 <gen>
condition
(Owner of (Triggering unit)) Equal to ownerofcastle1
action
Destructible - Kill Long Stone Bridge (Vertical) 0001 <gen>
Trigger - Turn off (This trigger)
Trigger - Turn on Drawbridge down <gen>
--------------------------------------------------------------------
2nd one (not on origanly.)
event
Unit - A unit comes within 40.00 of Castle HQ 0003 <gen>
Unit - A unit comes within 40.00 of Castle HQ 0008 <gen>
Unit - A unit comes within 40.00 of Castle HQ 0002 <gen>
Condition
(Owner of (Triggering unit)) Equal to ownerofcastle1
Action
Destructible - Resurrect Long Stone Bridge (Vertical) 0001 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Trigger - Turn off (This trigger)
Trigger - Turn on Drawbridge up <gen>
-----------------------------------------------------------------------------
And another one
Event
Unit - A unit comes within 40.00 of Castle HQ 0001 <gen>

Condition
(Owner of (Triggering unit)) Equal to ownerofcastle1

Action
Destructible - Open Iron Gate (Horizontal) 0000 <gen>
Wait 20.00 seconds
Destructible - Close Iron Gate (Horizontal) 0000 <gen>
-----------------------------------------------------------------------------
And another one
Event
Unit - A unit comes within 40.00 of Castle HQ 0005 <gen>

Condition
(Owner of (Triggering unit)) Equal to ownerofcastle1

Action
Destructible - Open Elven Gate (Horizontal) 0002 <gen>
Wait 20.00 seconds
Destructible - Close Elven Gate (Horizontal) 0002 <gen>

------------------------------------------------------------------------------
And another one
Event
Unit - A unit comes within 20.00 of Castle HQ 0000 <gen>

Condition

Action
Set ownerofcastle1 = (Owner of (Triggering unit))
Unit - Create 1 King of the First castle for ownerofcastle1 at (Center of Castle 1 <gen>) facing Default building facing degrees
Set kingcastle1 = (Last created unit)
Trigger - Turn off (This trigger)
---------------------------------------------------------------------------------
Last one
event
Unit - A unit owned by Player # (color) Dies

condition-
(Dying unit) Equal to kingcastle1

Action-
Trigger - Turn on king <gen>
Wait 120.00 seconds
Trigger - Turn off king <gen>
Unit - Create 1 King of the First castle for ownerofcastle1 at (Center of Castle 1 <gen>) facing Default building facing degrees


it only has that many because i wanted to tes it to se if it would work.
10-10-2003, 05:55 AM#4
SILVERWOLF_87
try putting the turn trigger off (this trigger) after the turn trigger on function. that might work, it's worked for me before. REMEMBER! that WCIII (like C++) reads code from top to bottom.
10-10-2003, 06:26 AM#5
Illithid
turning off a trigger just prevents the event of the trigger from activating again, it doesn't interfere with the trigger running.

At what point does war 3 crash, does it show the map beginning to load? I can't see anything in the triggers that could cause a crash, a couple of things there that I had to test out to make sure, but nothing actually causes problems.
10-10-2003, 06:53 AM#6
MapScientist
I think i saw a thread somewhere out there in the maps forum.
but anyway... Here is the answer for you...

Do you have custom units?
If yes, dun turn the pathing to NONE or dun set the collision size to 0
But mostly it is the pathing...
But just besure that there is nothing NONE about the buildings...

Hope this will help
10-10-2003, 08:08 AM#7
ABM
MapScientist i think also that most of the time the bug if u don't use jass or custom trigger come from the custom unit....

so sansui look carefully at all your custom unit, special building some ability put on a building or on a units can cause the game to crash, (be carefull about ability and custom ability), a building unit cannot have a collision of 0, a building need a ground texture (not sure), a building need a pathing. some mistake i used to make... so be carefull about unit try to copy your map in another place and then from that place remove a custom unit and try to lauch the game, repeat for all unit or until the game work fine you will know where is the problem, when all the custom unit will be removed if game crash then it might be trigger but i think that shouldn't be.....
10-10-2003, 11:45 AM#8
sansui
Aha!! thankyou so much it was a pathing problem with the Circleofpowers dont know why i didnt change them but it was at none. Anyhow thankyou very much. Now i will e able to finish my castle raid map.