[Trigger Crashes] Memory Leak?

Liquidor

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Hey guys.
So I've created a hero selection system based on other systems, however when I test the map with multiple players on bnet the game crashes.

The crash doesn't give any error or report, it just shuts down wc3 completely and nothing else.

Any help is GREATLY appreciated.
I've tried to run NewGen to use the war3err tool, but that doesn't work at all, so could be arsed to try with that even though I would love to have an ingame leak/error debugger.

I've used Leak Checker v3.1 and optimized my code everywhere, but the crash is exactly the same both before and after.
 

Liquidor

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Okay after hours of debugging (yeah this sucks so much) I've finally found the actual problem.

It's a trigger of mine that I have to keep the units in place:

Trigger:
  • DontMove
    • Events
      • Unit - A unit Is issued an order with no target
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • boolGameRunning Equal to False
      • boolPlayerHasHero[(Player number of (Triggering player))] Equal to False
    • Actions
      • Unit - Pause (Triggering unit)
      • Unit - Order (Triggering unit) to Stop
      • Unit - Unpause (Triggering unit)


If anyone in the game clicks on the ground to move the selected hero the game crashes for everyone.
Didn't realize that I'm actually ordering the unit to stop which ends up in an infinite loop.

Trigger:
  • DontMove
    • Events
      • Unit - A unit Is issued an order with no target
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • boolGameRunning Equal to False
      • boolPlayerHasHero[(Player number of (Triggering player))] Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Pause (Triggering unit)
      • Unit - Order (Triggering unit) to Stop
      • Unit - Unpause (Triggering unit)
      • Trigger - Turn on (This trigger)



Oh gawd did this crash take hours to debug/fix :-/
If you know of a better method, please don't hesitate to let me/us know :)
 

canons200

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??? just set them to be other player unit first and when the player selects it, switchs it over for the player??
 

canons200

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you can, however, make the display hero, movespeed 0(first hero). Then when a player selects it, use trigger remove the hero and create the second hero(with movespeed allow) for the players?
 
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