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Crashing problem that Isnt detected by NewGen

10-29-2007, 03:14 AM#1
tachiKC
Basically, I made different buildings upgrade to one another and when I did the Night Elves they kept crashing. I worked to solve the problem and realized that it was because of two custom upgrades that I had made. The buildings would not even finish upgrading, they would go to the very end and then right before the building would upgrade it would crash.

I tried out the NewGen WE thingy and it didnt catch the problem.

When I removed the upgrades in question, they upgraded normally.


*edit*
The upgrades in question are: Improved Bows and Upgrade Moon Glaive.
10-29-2007, 04:07 AM#2
Ammorth
war3err only detects code that causes crashes. other game-engine problems are not covered.
10-29-2007, 06:36 AM#3
Tide-Arc Ephemera
The upgrades don't matter, the fields that contain them are. What are the fields and what are they doing?
10-29-2007, 03:13 PM#4
tachiKC
And actually, Ive been trying it for different upgrades for different buildings and they still crash the program. And all I am doing is slightly changing the upgrades, like changing their gold costs and tooltips, as well as button position.

If I dont put them into the "Researches Available" tab for the buildings, the program doesnt crash, but if I do, then it does.

And actually, Ive been thinking that it may be related to the triggers that I use, and that maybe because they are used by so many units, they dont work. But really that shouldnt be the case because my Global Attack and Defense upgrades work fine still.

Anyways, here is the basic trigger that I am using for my unit spawning. The red are the only codes that I change for the different units and tiers and timers. I have this code multiple times as well. Basically Building A spawns X unit, the 2nd upgrade for the building spawns X and Y unit, the 3rd X, Y, and Z units, and finally the 4th spawns X, Y, Z, and Q units. And I have this for 16 different building upgrades.

Undead Tier 1
Events
Time - Every *x* seconds of game time
Conditions
Actions
Set Unit_Group = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to *tier*) and (((Matching unit) is alive) Equal to True)))
Unit Group - Pick every unit in Unit_Group and do (Actions)
Loop - Actions
Set Region_Leakfix1 = (Position of (Picked unit))
Unit - Create Spawn_Rate *unit* for (Owner of (Picked unit)) at Region_Leakfix1 facing Default building facing degrees
Custom script: call RemoveLocation(udg_Region_Leakfix1)
Custom script: call DestroyGroup(udg_Unit_Group)