| 02-11-2006, 05:56 AM | #1 |
Ok, this bug is Wierd, and I Cannot explain why it occurs. Basically when people play a game and its a full house(12 players playing) one of my triggers doesnt work. Wierd part? The trigger has NOTHING to do with players. Here i'll post the trigger. JASS:function Trig_RandomInteger_Conditions takes nothing returns boolean return udg_Event == false and udg_QuestCounter < 7 endfunction function Trig_RandomInteger_Actions takes nothing returns nothing local trigger array t local integer r local boolean b = false set t[1] = gg_trg_Civilian_Defense_Event set t[2] = gg_trg_Imperial_Supply_Event set t[3] = gg_trg_Meat_Wagon_Event set t[4] = gg_trg_Obelisk_Event set t[5] = gg_trg_Necro_Trig set t[6] = gg_trg_avatar_trig set t[7] = gg_trg_Hades_Stones_Event loop exitwhen b set r = GetRandomInt(1, 7) if udg_Picked[r] == false then set b = true endif endloop call TriggerExecute( t[r] ) set udg_Picked[r] = true set b = false set udg_QuestCounter = udg_QuestCounter + 1 endfunction //=========================================================================== function InitTrig_RandomInteger takes nothing returns nothing set gg_trg_RandomInteger = CreateTrigger( ) call TriggerRegisterTimerEventPeriodic( gg_trg_RandomInteger, 900.00) call TriggerAddCondition( gg_trg_RandomInteger, Condition( function Trig_RandomInteger_Conditions ) ) call TriggerAddAction( gg_trg_RandomInteger, function Trig_RandomInteger_Actions ) endfunction I could have a 5v5, a 6v5, a 1v0 any combination, and the trigger works. But during a 6v6 it doesnt. Any ideas as to why this is possibly happening? Edit: Didnt see the Jass Tags. |
| 02-11-2006, 06:30 AM | #2 |
What are the other triggers? Where is event/picked set and is quest changed anywere else? |
| 02-11-2006, 06:39 AM | #3 |
That is the only trigger that runs the events. The only other triggers i could show you are the event triggers themselves, but theirs no point in that since i know they work. I know for a fact the trigger runs, cuase i put a BJDebugMsg in the beginning and end, and the first BJDebugMsg showed, but not the second one. |
| 02-11-2006, 07:54 AM | #4 |
Sounds like an infinite loop causing the thread to crash. Check to make sure that atleast one of the udg_Picked variables is false. |
| 02-11-2006, 08:35 AM | #5 |
Thats the thing though, its not crashing. Just nothing happens. Edit: oh I see what your saying. Let me test somthing really fast. |
| 02-11-2006, 11:11 AM | #6 |
look for any trigger that could set udg_Event to true |
| 02-11-2006, 11:54 PM | #7 |
I removed udg_Event completly (since i put it there just to make sure an event didnt start until the current one was over, but i said to hell with that lol) Still didnt fix the problem. Its so fustrating, cuase I can't see ANY reason why the number of players would even remotly effect this trigger. Anyone willing to take a look at my map and see if they know what the problem is? PM me i guess, and i'll send you an unprotected version if i think i can trust you. Also, is there anyway i could create a function array, so i can just directly call the main event function, without having to call the trigger Itself. |
| 02-12-2006, 02:47 AM | #8 |
fill the monster in with tons of BJDebugMsg and try to locate any execution point where it stops or something |
| 02-12-2006, 05:16 AM | #9 |
Durr! Why didn't I think of that! Thanks for that suggestion. |
