| 10-13-2004, 02:00 AM | #1 |
everytime i use this one trigger which is like a LOT of other triggers in my map, it closes w3 with this error: Fatal Error! The instruction at '0x6F095AFC' referenced memory at '0x000000054'. The memory could not be 'read'. the only problems i can think of that the ability that is being used, Big Bad Voodoo, is causing a problem because it is a channeling spell... but what does that have to do with anything? |
| 10-13-2004, 02:17 AM | #2 |
You might have a memory leak, which would explain why the "memory could not be 'read'" Trying looking around for way to minimize memory leaks. I don't know where you can look, but i would start in the developer's corner forums. |
| 10-13-2004, 04:11 AM | #3 |
Oh this happens to me ALL the time....just take your map copy it to a different drive and then open it again and try to find out what was wrong...this mostly happens when you have a LOT of variables or...lots of models, skins,music. |
| 10-13-2004, 03:32 PM | #4 |
Post the trigger. You might be trying to access something that doesn't exist. |
| 10-13-2004, 10:12 PM | #5 |
k... ima put up the part of the triggers that mess it up... and a copy of the map for any really interested it whats going on... Trigger1:Buy Events Unit - A unit Begins casting an ability Conditions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Ability being cast) Equal to Buy Homing Missile Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Owner of (Triggering unit)) Current gold) Greater than or equal to 4000 Then - Actions Player - Add -4000 to (Owner of (Triggering unit)) Current gold Game - Display to (Player group((Owner of (Triggering unit)))) for 0.01 seconds the text: Item Bought! ... Set missilebought[(((Player number of (Owner of (Triggering unit))) x 10) + 6)] = (missilebought[(((Player number of (Triggering player)) x 10) + 6)] + 1) Else - Actions Game - Display to (Player group((Owner of (Triggering unit)))) for 0.01 seconds the text: Not Enough Gold! ... Else - Actions Do nothing If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Ability being cast) Equal to Finished Then - Actions Unit - Remove (Triggering unit) from the game Set DoneBuying[(Player number of (Owner of (Triggering unit)))] = True Trigger - Run SeeBuy <gen> (ignoring conditions) Else - Actions Do nothing Trigger 2:SeeBuy Events Conditions Actions Set EndBuy = 0 For each (Integer A) from 1 to 8, do (Actions) Loop - Actions If (DoneBuying[(Integer A)] Equal to True) then do (Set EndBuy = (EndBuy + 1)) else do (Do nothing) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions EndBuy Equal to (Number of players in PlayerGroup) Then - Actions Trigger - Run SheepFlags <gen> (ignoring conditions) Else - Actions Do nothing Trigger 3:SheepFlags Events Time - Every 60.00 seconds of game time Conditions Actions Trigger - Turn off (This trigger) Trigger - Turn off Buy <gen> For each (Integer A) from 1 to 8, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Alive[(Integer A)] Equal to True Then - Actions Unit - Create 1 SheepType[(Integer A)] for Player 12 (Brown) at (Center of tankreg[(Integer A)]) facing FireAngel[(Integer A)] degrees Set Unit[(Integer A)] = (Last created unit) Unit - Set life of Unit[(Integer A)] to SHP[(Integer A)] Unit - Add Ghost to Unit[(Integer A)] Unit - Create 1 Flag for (Player((Integer A))) at (Center of tankreg[(Integer A)]) facing 270.00 degrees Set Flag[(Integer A)] = (Last created unit) Selection - Select Flag[(Integer A)] for (Player((Integer A))) Unit - Add Regular Missile to Flag[(Integer A)] Unit - Add True Sight to Flag[(Integer A)] Floating Text - Create floating text that reads (HP: + (Substring((String((Life of Unit[(Integer A)]), 2, 0)), 1, ((Length of (String((Life of Unit[(Integer A)]), 2, 0))) - 2)))) at ((Position of Unit[(Integer A)]) offset by (0.00, -32.00)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency Set HealthText[(Integer A)] = (Last created floating text) Leaderboard - Create a leaderboard for (Player group((Player((Integer A))))) titled Weapons Leaderboard - Add Player 9 (Gray) to (Leaderboard of (Player((Integer A)))) with label Regular Missiles: and value missilebought[((Integer A) x 10)] Leaderboard - Change the display style for Player 9 (Gray) in (Leaderboard of (Player((Integer A)))) to Show the label, Show the value, and Hide the icon If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions missilebought[(((Integer A) x 10) + 6)] Greater than or equal to 1 Then - Actions Unit - Add Homing Missile to Flag[(Integer A)] Leaderboard - Add Neutral Extra to (Leaderboard of (Player((Integer A)))) with label Homing Missile: and value missilebought[(((Integer A) x 10) + 6)] Leaderboard - Change the display style for Neutral Extra in (Leaderboard of (Player((Integer A)))) to Show the label, Show the value, and Hide the icon Else - Actions Do nothing Else - Actions Do nothing Trigger 4:Weapons Events Unit - A unit Begins casting an ability Conditions Actions Trigger - Turn on Fire <gen> For each (Integer A) from 1 to 8, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Ability being cast) Equal to Homing Missile Then - Actions Unit - Remove Black Out from Flag[(Integer A)] Unit - Remove Evade from Flag[(Integer A)] Unit - Remove Health Package from Flag[(Integer A)] Unit - Remove Homing Missile from Flag[(Integer A)] Unit - Remove Nuke from Flag[(Integer A)] Unit - Remove Regular Missile from Flag[(Integer A)] Unit - Remove Transfer from Flag[(Integer A)] Set missiletype[(Integer A)] = 6 Set OtherTankReg[(Integer A)] = tankreg[(Integer A)] Dialog - Clear Transfer[(Integer A)] Dialog - Change the title of Transfer[(Integer A)] to Launch Missile At For each (Integer B) from 1 to 8, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Alive[(Integer B)] Equal to True Then - Actions Dialog - Create a dialog button for Transfer[(Integer A)] labelled ((Player + ((String((Integer B))) + : )) + (Name of (Player((Integer B))))) Set TransferButtons[(((Integer A) x 10) + (Integer B))] = (Last created dialog Button) Else - Actions Do nothing Dialog - Show Transfer[(Integer A)] for (Player((Integer A))) Else - Actions Do nothing Trigger5:Fire Events Time - Every 90.00 seconds of game time Conditions Actions Trigger - Turn off (This trigger) Cinematic - Clear the screen of text messages for (All players) For each (Integer A) from 1 to 8, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions missiletype[(Integer A)] Equal to 6 Then - Actions Unit Group - Pick every unit in (Units in TransferWithr[(Integer A)] owned by Player 12 (Brown)) and do (Actions) Loop - Actions Special Effect - Create a special effect at (Position of (Picked unit)) using Units\Demon\Infernal\InfernalBirth.mdl Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 400.00) Set HasFired[(Integer A)] = True Set missilebought[(((Integer A) x 10) + 6)] = (missilebought[(((Integer A) x 10) + 6)] - 1) Else - Actions Do nothing If (All Conditions are True) then do (Then Actions) else do (Else Actions) Trigger - Run SeeDead <gen> (ignoring conditions) Trigger 6:SeeDead Events Conditions Actions For each (Integer A) from 1 to 8, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Life of Unit[(Integer A)]) Greater than 0.00 Then - Actions Floating Text - Destroy HealthText[(Integer A)] Floating Text - Create floating text that reads (HP: + (Substring((String((Life of Unit[(Integer A)]), 2, 0)), 1, ((Length of (String((Life of Unit[(Integer A)]), 2, 0))) - 2)))) at ((Position of Unit[(Integer A)]) offset by (0.00, -32.00)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency Set HealthText[(Integer A)] = (Last created floating text) Set SHP[(Integer A)] = (Life of Unit[(Integer A)]) Set FireAngel[(Integer A)] = (Facing of Unit[(Integer A)]) Else - Actions Floating Text - Destroy HealthText[(Integer A)] Floating Text - Create floating text that reads Dead at ((Position of Unit[(Integer A)]) offset by (0.00, -32.00)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency Set HealthText[(Integer A)] = (Last created floating text) Set Alive[(Integer A)] = False Wait 3.00 seconds For each (Integer A) from 1 to 8, do (Actions) Loop - Actions Trigger - Turn on Buy <gen> Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type SheepType[(Integer A)]) and do (Unit - Remove (Picked unit) from the game) Unit Group - Pick every unit in (Units in tanks <gen> matching (((Matching unit) belongs to an ally of Player 11 (Dark Green)) Equal to False)) and do (Unit - Remove (Picked unit) from the game) Floating Text - Destroy PowerText[(Integer A)] Floating Text - Destroy HealthText[(Integer A)] Trigger - Run BlackFarm <gen> (ignoring conditions) then, it re-runs BlackFarm Trigger 7:BlackFarm Events Conditions Actions For each (Integer A) from 1 to 8, do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Alive[(Integer A)] Equal to True Then - Actions Player - Add 10000 to (Player((Integer A))) Current gold Unit - Create 1 Black Farm for (Player((Integer A))) at (Center of tankreg[(Integer A)]) facing Default building facing degrees Selection - Select (Last created unit) for (Player((Integer A))) Unit - Add Buy Black Out Bomb to (Last created unit) Unit - Add Buy Evade to (Last created unit) Unit - Add Buy Health Package to (Last created unit) Unit - Add Buy Nuke to (Last created unit) Unit - Add Buy Homing Missile to (Last created unit) Unit - Add Buy Transfer to (Last created unit) Unit - Add Finished to (Last created unit) Trigger - Turn on SheepFlags <gen> Else - Actions Do nothing once this trigger is run again... (the black farm shows up with the "Buy" abilities) then the error happens... i dont think there is a problem... i remember i had the same error a while ago, but it was because i was trying to delete a floating text that didnt exist... i fixed that and its getting an error for a different reason... i just dont know what it is... replies are greatly appreciated |
