| 08-13-2006, 06:24 PM | #1 |
would it be possible for a certain computer to have a map crash more often then others for ex. the map i am working on, seems to crahs on me every third time i test it or so, and i only test it for a few minutes where as my terrainer, has tested it a lot on his comp, and it has never crashed once** NVM he just got one i dont understand y this would be ** so scratch my first question another question could attaching things to units cause crashes for ex. local unit u = GetTriggerUnit() lolal string s = GetAttachableTable(u) call SetTableObject(s,"fx",AddSpecialEffectTarget("none.mdl",u,"chest")) could storing those and retreiving them cuase crashes because this map seems to crash very often, and i have never had another map or spell like this crash on me in single player before(and i have made an ass load of spells), and that is the only thing I can think of that I am doing differently ive even gone though and un nulled all my triggers, and use th 15 sec delay to destryo the crashes only started once i started putting abilities into the map, and my upgrade creeps trigger, so it is one of the two... which is: i have reason to believe this could be the cuplrite, but ive no idea y JASS:function Trig_Upgrades_Conditions takes nothing returns boolean if GetTriggerUnit()==gg_unit_hars_0012 and IsPlayerAlly(GetTriggerPlayer(),Player(0)) then return GetTableBoolean("Alliance","up_on")==false elseif GetTriggerUnit()==gg_unit_ovln_0013 and IsPlayerAlly(GetTriggerPlayer(),Player(4)) then return GetTableBoolean("Horde","up_on")==false endif return false endfunction function unselect_Actions takes nothing returns nothing local trigger trig = GetTriggeringTrigger() local string strig = GetAttTable(trig) local player p = GetTriggerPlayer() local unit u = GetTableUnit(strig,"u") if GetTriggerUnit()==u then if u==gg_unit_hars_0012 then call SetUnitOwner(u,Player(0),true) call SetTableObject("Alliance","up_player",Player(0)) call SetTableBoolean("Alliance","up_on",false) else call SetUnitOwner(u,Player(4),true) call SetTableObject("Alliance","up_player",Player(4)) call SetTableBoolean("Horde","up_on",false) endif call TriggerRemoveAction(trig,GetTableTriggerAction(strig,"ta")) call ClearTable(strig) call DesTrig(trig) endif set u = null endfunction function Trig_Upgrades_Actions takes nothing returns nothing local unit u = GetTriggerUnit() local player p = GetTriggerPlayer() local trigger unselect = CreateTrigger() local string strig = GetAttTable(unselect) if u==gg_unit_hars_0012 then call SetTableBoolean("Alliance","up_on",true) call SetTableObject("Alliance","up_player",p) call SetUnitOwner( u, p, true ) else call SetTableBoolean("Horde","up_on",true) call SetTableObject("Horde","up_player",p) call SetUnitOwner( u, p, true ) endif call TriggerRegisterPlayerUnitEvent(unselect,p,EVENT_PLAYER_UNIT_DESELECTED,null) call SetTableObject(strig,"u",u) call SetTableObject(strig,"ta",TriggerAddAction(unselect,function unselect_Actions)) set u = null endfunction function research_Actions takes nothing returns nothing local player p = GetOwningPlayer(GetTriggerUnit()) local integer tech = GetResearched() local integer i = GetPlayerTechCount(p,tech,true) if GetTriggerUnit()==gg_unit_hars_0012 then call SetPlayerTechResearched(Player(0),tech,i) call SetPlayerTechResearched(Player(1),tech,i) call SetPlayerTechResearched(Player(2),tech,i) call SetPlayerTechResearched(Player(3),tech,i) if tech=='Rhpm' then call DisplayTextToForce( bj_FORCE_ALL_PLAYERS, udg_PlayerNames[GetConvertedPlayerId(Player(0))] + " has increased it's Creep Upgrade to level "+I2S(i)+"!" ) else call DisplayTextToForce( bj_FORCE_ALL_PLAYERS, udg_PlayerNames[GetConvertedPlayerId(Player(0))] + " has increased it's Tower Upgrade to level "+I2S(i)+"!" ) endif else call SetPlayerTechResearched(Player(4),tech,i) call SetPlayerTechResearched(Player(5),tech,i) call SetPlayerTechResearched(Player(6),tech,i) call SetPlayerTechResearched(Player(7),tech,i) if tech=='Rhpm' then call DisplayTextToForce( bj_FORCE_ALL_PLAYERS, udg_PlayerNames[GetConvertedPlayerId(Player(0))] + " has increased it's Creep Upgrade to level "+I2S(i)+"!" ) else call DisplayTextToForce( bj_FORCE_ALL_PLAYERS, udg_PlayerNames[GetConvertedPlayerId(Player(0))] + " has increased it's Tower Upgrade to level "+I2S(i)+"!" ) endif endif endfunction function Upgr_Init takes nothing returns nothing local trigger research = CreateTrigger() call TriggerRegisterUnitEvent( research, gg_unit_hars_0012, EVENT_UNIT_RESEARCH_FINISH ) call TriggerRegisterUnitEvent( research, gg_unit_ovln_0013, EVENT_UNIT_RESEARCH_FINISH ) call TriggerAddAction(research,function research_Actions) call SetTableBoolean("Alliance","up_on",false) call SetTableBoolean("Horde","up_on",false) set gg_trg_Upgrades = CreateTrigger( ) call TriggerRegisterPlayerUnitEvent(gg_trg_Upgrades,Player(1),EVENT_PLAYER_UNIT_SELECTED,null) call TriggerRegisterPlayerUnitEvent(gg_trg_Upgrades,Player(2),EVENT_PLAYER_UNIT_SELECTED,null) call TriggerRegisterPlayerUnitEvent(gg_trg_Upgrades,Player(3),EVENT_PLAYER_UNIT_SELECTED,null) call TriggerRegisterPlayerUnitEvent(gg_trg_Upgrades,Player(5),EVENT_PLAYER_UNIT_SELECTED,null) call TriggerRegisterPlayerUnitEvent(gg_trg_Upgrades,Player(6),EVENT_PLAYER_UNIT_SELECTED,null) call TriggerRegisterPlayerUnitEvent(gg_trg_Upgrades,Player(7),EVENT_PLAYER_UNIT_SELECTED,null) call TriggerAddCondition( gg_trg_Upgrades, Condition( function Trig_Upgrades_Conditions ) ) call TriggerAddAction( gg_trg_Upgrades, function Trig_Upgrades_Actions ) endfunction //=========================================================================== function InitTrig_Upgrades takes nothing returns nothing endfunction |
| 08-13-2006, 09:52 PM | #2 |
Whee, more crashes with GC. Welcome to the club. I'm quitting the club tomorrow, no more GC for me. |
| 08-14-2006, 01:36 AM | #3 |
i dont think it is GC granted the 8 abilities I have made r 8 of the most complicated and in depth I have done, that should not be an issue as i have said, i have made probably 200+ abilities, easy, and none have ever had a crash problem in single player the crashes started after my first two abilities, and the upgrade creeps system I made, all of which i imported at the same time the last two games I played, 10 minutes each, w/o the upgrade system on, did not crash which leads me to believe that very well may be the problem but liek I said i have no idea why, if a few ppl may read over that trigger, and maybe suggest possible reasons, or might find out why, It could help me isolate the problem but if its not this, then well....GC is bugging the hell outa my map then, which it has never done before, so I see not reason for it to now little help anyone...? for whoever reads it, you can probably ingnore the function research_Actions , that only runs when an upgrade finishes, and when I test I never upgrade anything |
| 08-14-2006, 01:38 AM | #4 |
It could be related to quantity of lan. We also know that different windows versions have different effects some times. If you are testing it in singleplayer, it could simply be that your cache file is full. You may also have a bad RAM chip... ..that happens and causes random crashes , seriously |
| 08-14-2006, 11:52 AM | #5 |
hmmm i either dont understand what u r saying, or ur misunderstanding my issue i thought u could only get full cache if u make thhe 256 or whatever diff caches, I use only one |
| 08-14-2006, 01:43 PM | #6 |
Well in theory if one of the 256 gamecaches has a lot of content it is another limit. You can simply try to brute force the exact reason of the crash, you are, afterall destroying the trigger. Try replacing DestroyTrigger with DisableTrigger in the DesTrigger function |
