EMERGENCY! Help needed, +rep!

BarzahdX

Active Member
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18
Umm.. I was editing my AoS like I do every day, was in the midst of creating another hero, wanted to test out one of his new abilities, see if it worked.. So I test map, and nothing happens, the time of day remains the same, I don't gain gold, I can't see certain areas of the map.. Essentially, my triggers stopped functioning.. I don't know if all triggers stopped, or if it was just my initialization trigger.

My assumptions, is there a maximum amount of triggers you can have? Have too many and the oldest ones will begin to stop working? Or is there an option to make just all triggers not work?

Here's the trigger.. Not that'll mean anything.

Code:
Map Initialization
    Events
        Map initialization
    Conditions
    Actions
        Set Combine_Charged_Items = True
        Set Combine_Charges_Max = 15
        Set End_Game_If_All_Gone = False
        Set Hero_Revive_Time_Factor = 3.00
        Set Hostile_Revive_Time = 120.00
        Set Player_Starting_Gold = 900
        Set Repick_Cost_Ammount = -150
        Set Sort_Board_By_Kills = True
        -------- - --------
        -------- Order is important. Leave as is. --------
        -------- - --------
        Game - Set the time of day to 8.00
        Trigger - Run Setup Players <gen> (ignoring conditions)
        Trigger - Run The Empire Heroes <gen> (ignoring conditions)
        Trigger - Run Outcasts Heroes <gen> (ignoring conditions)
        Trigger - Run Heroes General Setup <gen> (ignoring conditions)
        Trigger - Run Player Colors <gen> (ignoring conditions)
        Trigger - Run Store Creeps <gen> (ignoring conditions)
        Trigger - Run Setup Invunerable <gen> (ignoring conditions)
        Trigger - Run Super Creeps Setup <gen> (ignoring conditions)
        Trigger - Run Setup Items <gen> (ignoring conditions)

This is the first trigger in the game, it runs everything, without it, there is nothing--it relies on nothing but the event.

PLEASE HELP!!
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Mind posting any changes to triggers, and the new spells?
 

BarzahdX

Active Member
Reaction score
18
The map worked perfectly(as it has for past months) before I made these 3 triggers.. After I made these 3, and tested the map, my error occured.

Code:
Appo Watch Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Apparition's Watch 
    Actions
        Set Integer_Array[1] = (Level of (Ability being cast) for (Triggering unit))
        Set Unit_Array[1] = (Target unit of ability being cast)
        Wait 0.05 seconds
        Unit - Remove Apparition's Watch  from (Triggering unit)
        Unit - Add Teleport  to (Triggering unit)
        Unit - Set level of Teleport  for (Triggering unit) to Integer_Array[1]
        Wait (5.00 x (Real(Integer_Array[1]))) seconds
        Unit - Remove Teleport  from (Triggering unit)
        Unit - Add Apparition's Watch  to (Triggering unit)
        Unit - Set level of Apparition's Watch  for (Triggering unit) to Integer_Array[1]

Code:
Appo Watch Tele
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Teleport 
    Actions
        Wait 0.05 seconds
        Set Point_Array[1] = (Position of Unit_Array[1])
        Unit - Move (Triggering unit) instantly to Point_Array[1]
        Trigger - Run Appo Watch Effect <gen> (checking conditions)

Code:
Appo Watch Effect
    Events
    Conditions
    Actions
        Set Integer_Array[2] = (Random integer number between 1 and 4)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer_Array[2] Equal to 1
            Then - Actions
                Floating Text - Create floating text that reads Sprint above Hero[2] with Z offset 0.00, using font size 13.00, color (80.00%, 100.00%, 80.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer_Array[2] Equal to 2
            Then - Actions
                Floating Text - Create floating text that reads Damage above Unit_Array[1] with Z offset 0.00, using font size 13.00, color (100.00%, 60.00%, 60.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer_Array[2] Equal to 3
            Then - Actions
                Floating Text - Create floating text that reads Heal above Hero[2] with Z offset 0.00, using font size 13.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Integer_Array[2] Equal to 4
            Then - Actions
                Floating Text - Create floating text that reads Flurry above Hero[2] with Z offset 0.00, using font size 13.00, color (100.00%, 100.00%, 60.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
            Else - Actions

If I need to change the variables that's not a problem, but I made those variables as I made these triggers, so they can't be used in any previous triggers...

> Maybe some sort of corruption, idk. <

Don't say that! :mad:

EDIT: Even after I remove said triggers, it didn't fix the problem.
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Try turning those 3 off then testing it. If it loads, there it is. If it doesn't, it's corrupted.
 

BarzahdX

Active Member
Reaction score
18
It is corrupted :banghead:, so now I must be learned in the field of corruption! Please, tutor me!

What caused it be corrupted? What causes corruptions? If I did the same thing with an earlier version, will it, too, become corrupted? How can I prevent corruptions? Are corruptions just spontaneous and random? How common are they? Should I anticipate them in the future?

Please.. Answer at least some of my questions! /bow
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
Corruptions can happen when exiting while game is saving, a bad custom script, and some others...
 

BarzahdX

Active Member
Reaction score
18
Hmm.. "exiting while game is saving" like exiting the editor? Ok, that's not an issue.. As for custom script--only scripts I use are for cleaning links.. So for the sake of clarification, is it(as an example): call RemoveLocation (udg_TempPoint), or call RemoveLocation(udg_TempPoint)? There's a space between "n" and "(" in the first one, is it supposed to be there? Also, with relevence to variable arrays, is removing the whole variable(array number and all) necessary? Example: call DestroyGroup (udg_TempGroup[1]) is that poorly written? Would exluding the array([1]) fix that? Sorry for the wall of words without spacing them out.. I'd like to find out about these now, considering they're my enemy...
 

Pharaoh_

The epic journey will soon begin... Prepare!
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136
It won't make any difference. It works for both "with" or "without" blank.
Yes, it is necessary, don't let me tell you that arrays may cause even more leak/lag if not removed with custom scripts than normal variables (without arrays)..
 

BarzahdX

Active Member
Reaction score
18
Perfect, thank you.. I always specified the arrays, and I had the space in between there.. Must have been something in other.

Now, if I did the same thing with an earlier version map, do you think the process would repeat itself? Or would it be too unpredictable? I'll give it a shot.. Thank you two for your help, +rep.
 

BarzahdX

Active Member
Reaction score
18
I apologize for bumping this when it's unessecary, but I wanted to inform you all that I repeated what I did before, and it didn't get corrupted.. Just for the sake of knowledge.. Peculiar.
 
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