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Fatal Error

10-13-2004, 02:00 AM#1
GosuSheep
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
Aelita Lyoko
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
rtm2
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
a thing
Post the trigger. You might be trying to access something that doesn't exist.
10-13-2004, 10:12 PM#5
GosuSheep
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