Game crashes with create dummy

N582114

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When I enter the region, my game crashes. My dummy unit has a default active ability of entangling roots.

Here's my code:

Trigger:
  • Killer Roots
    • Events
      • Unit - A unit enters Killer Grass <gen>
    • Conditions
    • Actions
      • Set Temp_Point = (Center of Killer Grass <gen>)
      • Unit - Create 1 DUMMY for Neutral Hostile at Temp_Point facing Default building facing degrees
      • Set Dummy = (Last created unit)
      • Unit - Order Dummy to Night Elf Keeper Of The Grove - Entangling Roots (Triggering unit)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Unit - Add a 2.00 second Generic expiration timer to Dummy
 
You've created an infinite loop.

What's happening is, when a unit enters the region, you create a unit in the region, which in turn fires the trigger again.

And again.

And again.

Pretty much it repeats and repeats and creates so many units in such a short space of time that the game crashes.

There's lots of ways to do this and you've created just one of them :p.

Two ways to fix this would be:

1. Add a condition "Unit-type of Triggering Unit is Not equal to DUMMY"

2. Add before the creation of the unit "Trigger - Turn off (This trigger)"
and add after it: "Trigger - Turn on (This trigger)"
^^ This will stop the trigger from firing, but will not stop the actions from going off, so you will still get all your actions, minus one crash :p.

Hope that helped!
 
Well if you are sure you followed Ziggy's advice correctly, then the problem will be with the dummy. Make sure that the dummy has the ability, and is able to pay the mana cost, if there is any.
 
My dummy unit has the active spell 'Entangling Roots' and it still does nothing. The mana cost on entangling roots is 0.

What could be the problem?
 
So did you follow Ziggy's advice correctly? Maybe upload your new trigger, or upload your map to see if there's any problems with the dummy.
 
Also check the range, who the spell can target, etc...

Check the spell to ensure that your Dummy definitely has it, and to ensure that it definitely will work when targeting your unit.

I don't know the size of the region Killer Grass, but if it is big the spell may need to have a greater range to reach a unit that is entering it from the centre.

EDIT: Also, why are you using a variable for the Dummy? Do you need to use it later? If not then that variable is effectively useless and you could get by with just using "Last created unit".
 
The region is small. 800 range is enough for the dummy unit to cast the spell. The spell is allowed to use it on the custom hero units I made. The dummy cannot attack and has no movement speed.

Current code:

Trigger:
  • Killer Roots
    • Events
      • Unit - A unit enters Killer Grass <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Not equal to DUMMY
    • Actions
      • Set Temp_Point = (Center of Killer Grass <gen>)
      • Unit - Create 1 DUMMY for Neutral Hostile at Temp_Point facing Default building facing degrees
      • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Triggering unit)
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Unit - Add a 2.00 second Generic expiration timer to Dummy


dummyinfo.jpg
entanglingroots.jpg
 
the only thing i can think of (after the solutions) is the model you changed....i had the same problem...dont know why but i created a unit with a model the game didnt like with that unit....dont know why...and the game crashed...so try changing the model to default and try it....

btw...why you changed the model?? its just a dummy casting a spell so why a model?? o_O
 
the only thing i can think of (after the solutions) is the model you changed....i had the same problem...dont know why but i created a unit with a model the game didnt like with that unit....dont know why...and the game crashed...so try changing the model to default and try it....

btw...why you changed the model?? its just a dummy casting a spell so why a model?? o_O
The model I set for the dummy is so that players do not see the unit in-game. Different models do not change what the unit can do.

Edit: I fixed the trigger by adding the ability to the dummy unit.

Trigger:
  • Unit - Add Entangling Roots Custom to (Last created unit)
 
The model I set for the dummy is so that players do not see the unit in-game. Different models do not change what the unit can do.

for this just set the model
JASS:
.mdl


then nobody can see the unit^^
 
for this just set the model
JASS:
.mdl


then nobody can see the unit^^

No, that can cause lags because its not even in world editor, give it the campaign zone thingy, its at the end of the model list.
 
Is the entering unit a enemy of the dummy's owner? if so, entangling wont work, since it targets only "enemies"
 
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