HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

My map crashes with no real reason! HELP

11-21-2005, 07:21 PM#1
TheCheshireCat
Hey all.
I made a map which is very time-invested and also original in my opinion. Its called Penguin Blood, and its like Zergling Blood from Starcraft only with many new cool features.

My problem is: The game crashes, with no error, after the game is about halfway through.

A small problem that could be related to the big problem: When there are lots of penguins simultanousily on the map, and you use the mass attacker to tell them all to move, they get stuck, and only small groups of them move at a time.

Here are screenshots of some triggers that ---might--- be causing the problem:

http://www.c-cat.org/1.jpg


http://www.c-cat.org/2.jpg


http://www.c-cat.org/3.jpg


Also, I searched through several topics in this forum, and other than adding CustomScript:DestroyTrigger(GetTriggeringTrigger()) to two of my triggers, I found no help.


Lastly, I heard of a program that compresses your map and greatly reduces its lag. Can you please give me its name? (Or a download URL)

Thanks in advance!
11-21-2005, 09:28 PM#2
TaintedReality
I didn't see any glaring issues that would make it crash..but here's some things that might be it. These would also reduce lag.

1. Try lowering the food cap to 70 instead of 100. I had a map where you would have a lot of units once, but then lowered it to 70 from 100 and the mass attack problem didn't happen anymore.

2. Try not spawning every 2.5 seconds. In my opinion you shouldn't be making units that fast, for two reasons. One is that when you have that many units the game devolves into just massing. Two is that when they spawn that fast, the player has to spend all his time just picking up his new units. If you really think that many units is necessary, try spawning 2 units every 5 seconds, or 4 units every 10, rather than 1 every 2.5.

3. On picture 3, you use the location after destroying it. I don't think you can use the same location after it has been destroyed in the same trigger(you can use it later in other triggers though). However, I'm not completely sure about this one so test it out ^^.