Add player to player group crash

Badhaas

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Hi all

I have a serious problem in a game I'm trying to make, which makes it impossible to play. I will first give you a basic idea about the game, then a basic idea of the problem and then what i've managed to find out about the problem and some details. Thanks in advance for even reading this entire post and hopefully you can help me solve this problem :D.

Something about my game:
I'm trying to make a FFA multiplayer game wherin the players control a hero which moves with the arrow keys and uses skills as standard attacks (refered to as "standard attacks" as the heroes also have normal skills). These standard attacks (of which each hero-type has at least 2 different types) can be used in combos. The objective of the game is to earn points by killing other players. (I hope this gives a basic idea about the game)

My problem:
When the player uses a "standard attack" to kill an opponent in a LAN game (and assumingly also on battle.net, however this hasn't been tested yet) warcraft crashes and gets an acces violation :(.

The problem in detail:
The first signs of the problem is that, when playing single player against bots, when you kill a bot the movements system stops functioning until you use another "Standard attack" or any other skill. In a multiplayer game this changes into a fatal error. While, as long as you don't use any of the standard attacks to kill an enemy, everything runs the way it should.
So how does it work?
  • There is a arrow movement system which works with a playergroup (the players who make use of it) and boolean switches for if an arrow key is being pressed. It uses a periodic trigger to move the heroes and the camera (did I mention it's 3th person.
  • There is a trigger which notices when a hero uses a skill. When a hero uses a skill (incl. standard attacks) that player gets removed from the movement playergroup. I don't want players to be able to move while using skills.
  • And then we have a massive trigger for a standard attack which first sets a few variables, then checks if the current move fits in a combo and depending on that (and which combo if correct move) more variables are changed and set. Then the unitgroup for the damage is set and the damage is done, and after that the combo window is refreshed and possibly, depending on previously set variables, skills are added or removed. And finally the player gets added to the movement playergroup (and leaks are fixed etc.)
The source of the problem is that last thing; adding the player to the movement playergroup. If I remove that line the game doesn't crash however the player isn't able to move anymore after using a standard attack. :confused:
Now what I want are 2 things; I want the player to be added to the movement playergroup (or just be able to move again), and I want the game not to crash so it can actually be played.

Thank you for reading my problem and hopefully you can give me ideas to solve it, thanks in advance :D.

Kind regards,
Badhaas
 

DioD

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post triggers\code\map or whatever, there is no way to debug code by its description.
 

Badhaas

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I've got 2 triggers for the attack;
The first one fires when the player uses a standard attack and starts a timer.
The second one fires when the timer expires and is the actual attack trigger. Be aware it's a big trigger.

Apolagies for the long post, I couldn't seem to find out how the spoiler tags worked.

Trigger:
  • attack 2 start
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Attack 2
    • Actions
      • Set XXXnumber = (Player number of (Triggering player))
      • Set Combo_atk_waitings[2] = (Combo_atk_waitings[2] + (String(XXXnumber)))
      • Countdown Timer - Pause Combo_atk_timer[XXXnumber]
      • Countdown Timer - Start Combo_atk_start_timer_2[XXXnumber] as a One-shot timer that will expire in 0.10 seconds


Trigger:
  • attack 2
    • Events
      • Time - Combo_atk_start_timer_2[1] expires
      • Time - Combo_atk_start_timer_2[2] expires
      • Time - Combo_atk_start_timer_2[3] expires
      • Time - Combo_atk_start_timer_2[4] expires
      • Time - Combo_atk_start_timer_2[5] expires
      • Time - Combo_atk_start_timer_2[6] expires
      • Time - Combo_atk_start_timer_2[7] expires
      • Time - Combo_atk_start_timer_2[8] expires
      • Time - Combo_atk_start_timer_2[9] expires
      • Time - Combo_atk_start_timer_2[10] expires
      • Time - Combo_atk_start_timer_2[11] expires
    • Conditions
    • Actions
      • Set XXXnumber = (Integer((Substring(Combo_atk_waitings[2], 1, 1))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Length of Combo_atk_waitings[2]) Greater than 0
        • Then - Actions
          • Set Combo_atk_waitings[2] = <Empty String>
        • Else - Actions
          • Set Combo_atk_waitings[2] = (Substring(Combo_atk_waitings[2], 2, (Length of Combo_atk_waitings[2])))
      • -------- ##### SET DMG + RANGE + STUN ##### --------
      • -------- Basic Damage --------
      • Set AttackInteger[1] = 600
      • Set AttackInteger[2] = 120
      • Set AttackInteger[3] = 2
      • -------- Critical strike, Overkill, Double dmg buff --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Critical Strike for HeroPick[XXXnumber]) Equal to 1
        • Then - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Charges remaining in (Item carried by HeroPick[XXXnumber] of type Overkill)) Greater than 0
        • Then - Actions
          • Set AttackInteger[1] = (AttackInteger[1] + 100)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (HeroPick[XXXnumber] has buff Double Damage ) Equal to True
        • Then - Actions
          • Set AttackInteger[1] = (AttackInteger[1] x 2)
        • Else - Actions
      • -------- ##### SET COMBO VARS ##### --------
      • Set Combo_atk_string[XXXnumber] = (Combo_atk_string[XXXnumber] + Q)
      • Set Combo_atk_movenr[XXXnumber] = (Combo_atk_movenr[XXXnumber] + 1)
      • Set Combo_atk_lenght[XXXnumber] = (Combo_atk_lenght[XXXnumber] + 1)
      • -------- Check the combo library --------
      • Trigger - Run Combo Library <gen> (checking conditions)
      • -------- if wrong move --------
      • -------- ##### ADD 1 SEC STUN TO CASTER ##### --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Combo_atk_libraryfunctions[1] Equal to 2
        • Then - Actions
          • Set Combo_atk_string[XXXnumber] = <Empty String>
          • Set Combo_atk_movenr[XXXnumber] = 0
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Combo_atk_lenght[XXXnumber] Equal to 3
            • Then - Actions
              • Set AttackInteger[1] = (AttackInteger[1] / 2)
              • Set AttackInteger[3] = 0
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Combo_atk_lenght[XXXnumber] Greater than 4
                • Then - Actions
                  • Set AttackInteger[2] = 0
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of HeroPick[XXXnumber]) Equal to Vampire Class
            • Then - Actions
              • Unit - Remove Attack 3 from HeroPick[XXXnumber]
              • Unit - Remove Attack 2 from HeroPick[XXXnumber]
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Unit-type of HeroPick[XXXnumber]) Equal to Demon Class
                • Then - Actions
                  • Unit - Remove Attack 2 from HeroPick[XXXnumber]
                  • Unit - Remove Attack 1 from HeroPick[XXXnumber]
                • Else - Actions
        • Else - Actions
      • -------- ##### PICK UNITS IN RANGE + MISS UNIT GROUP ##### --------
      • Unit Group - Remove all units from Attackedunitgroup
      • Unit Group - Remove all units from Attackedunitgroup_Miss
      • Set XXXpoint = ((Position of HeroPick[XXXnumber]) offset by (Real(AttackInteger[2])) towards (Facing of HeroPick[XXXnumber]) degrees)
      • Unit Group - Pick every unit in (Units within (Real(AttackInteger[2])) of XXXpoint) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to Attackedunitgroup
      • Unit Group - Remove all units of Blockers from Attackedunitgroup
      • Unit Group - Pick every unit in (Units within (Real((AttackInteger[2] + 50))) of XXXpoint) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to Attackedunitgroup_Miss
      • Unit Group - Remove all units of Attackedunitgroup from Attackedunitgroup_Miss
      • Unit Group - Remove HeroPick[XXXnumber] from Attackedunitgroup
      • Unit Group - Remove HeroPick[XXXnumber] from Attackedunitgroup_Miss
      • -------- Friendly fire --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AHOfriendlyfire Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Player(XXXnumber)) is in Teams[1]) Equal to True
            • Then - Actions
              • Set XXXPlayerGroup = Teams[1]
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Player(XXXnumber)) is in Teams[2]) Equal to True
                • Then - Actions
                  • Set XXXPlayerGroup = Teams[2]
                • Else - Actions
                  • Set XXXPlayerGroup = Teams[3]
          • Player Group - Pick every player in XXXPlayerGroup and do (Actions)
            • Loop - Actions
              • Set XXXunitgroup = (Units owned by (Picked player))
              • Unit Group - Remove all units of XXXunitgroup from Attackedunitgroup
              • Unit Group - Remove all units of XXXunitgroup from Attackedunitgroup_Miss
          • Player Group - Remove all players from XXXPlayerGroup
          • Unit Group - Remove all units from XXXunitgroup
        • Else - Actions
      • -------- show miss and dmg text --------
      • Unit Group - Pick every unit in Attackedunitgroup_Miss and do (Actions)
        • Loop - Actions
          • Floating Text - Create floating text that reads Miss above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 10.00%, 10.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
      • Unit Group - Pick every unit in Attackedunitgroup and do (Actions)
        • Loop - Actions
          • Floating Text - Create floating text that reads (String(AttackInteger[1])) above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
      • -------- add to combo hits --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Attackedunitgroup) Greater than 0
        • Then - Actions
          • Set Combo_atk_hits[XXXnumber] = (Combo_atk_hits[XXXnumber] + 1)
        • Else - Actions
      • -------- ##### SHOW ATTACK ANIMATION ##### --------
      • Special Effect - Create a special effect at XXXpoint using Objects\Spawnmodels\Orc\Orcblood\OrdBloodWyvernRider.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- ##### DO DMG + ADD STUN ##### --------
      • -------- For scavenger lifesteal part 1 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (HeroPick[XXXnumber] has an item of type Scavenger) Equal to True
        • Then - Actions
          • Set Lifesteal_Reals[1] = 0.00
          • Unit Group - Pick every unit in Attackedunitgroup and do (Actions)
            • Loop - Actions
              • Set Lifesteal_Reals[1] = (Lifesteal_Reals[1] + (Life of (Picked unit)))
        • Else - Actions
      • -------- The damage done --------
      • Unit Group - Pick every unit in Attackedunitgroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (HeroPick[XXXnumber] has buff Hardcore ) Equal to True
            • Then - Actions
              • Unit - Cause HeroPick[XXXnumber] to damage (Picked unit), dealing 1000000000.00 damage of attack type Normal and damage type Normal
            • Else - Actions
              • Unit - Cause HeroPick[XXXnumber] to damage (Picked unit), dealing (Real(AttackInteger[1])) damage of attack type Normal and damage type Normal
      • -------- For scavenger lifesteal part 2 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (HeroPick[XXXnumber] has an item of type Scavenger) Equal to True
        • Then - Actions
          • Unit Group - Pick every unit in (Units within (Real(AttackInteger[2])) of XXXpoint) and do (Actions)
            • Loop - Actions
              • Unit Group - Add (Picked unit) to Attackedunitgroup
          • Unit Group - Remove all units of Blockers from Attackedunitgroup
          • Unit Group - Remove (Triggering unit) from Attackedunitgroup
          • -------- Friendly fire --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AHOfriendlyfire Equal to False
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Player(XXXnumber)) is in Teams[1]) Equal to True
                • Then - Actions
                  • Set XXXPlayerGroup = Teams[1]
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Player(XXXnumber)) is in Teams[2]) Equal to True
                    • Then - Actions
                      • Set XXXPlayerGroup = Teams[2]
                    • Else - Actions
                      • Set XXXPlayerGroup = Teams[3]
              • Player Group - Pick every player in XXXPlayerGroup and do (Actions)
                • Loop - Actions
                  • Set XXXunitgroup = (Units owned by (Picked player))
                  • Unit Group - Remove all units of XXXunitgroup from Attackedunitgroup
                  • Unit Group - Remove all units of XXXunitgroup from Attackedunitgroup_Miss
              • Player Group - Remove all players from XXXPlayerGroup
              • Unit Group - Remove all units from XXXunitgroup
            • Else - Actions
          • Set Lifesteal_Reals[2] = 0.00
          • Unit Group - Pick every unit in Attackedunitgroup and do (Actions)
            • Loop - Actions
              • Set Lifesteal_Reals[2] = (Lifesteal_Reals[2] + (Life of (Picked unit)))
          • Unit - Set life of HeroPick[XXXnumber] to ((Life of HeroPick[XXXnumber]) + ((Lifesteal_Reals[1] - Lifesteal_Reals[2]) x 0.25))
        • Else - Actions
      • Unit Group - Remove all units from Attackedunitgroup
      • -------- ##### COMBO STUFF ##### --------
      • -------- remove finishers --------
      • Set XXXunit = HeroPick[XXXnumber]
      • Trigger - Run Remove finishers <gen> (checking conditions)
      • -------- if 1st move in combo + remove unused added atks --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Combo_atk_lenght[XXXnumber] Equal to 1
        • Then - Actions
          • Player Group - Remove all players from XXXPlayerGroup
          • Player Group - Add (Player(XXXnumber)) to XXXPlayerGroup
          • Leaderboard - Create a leaderboard for XXXPlayerGroup titled Combo
          • Set Combo_atk_window[XXXnumber] = (Last created leaderboard)
          • Leaderboard - Add Player 7 (Green) to Combo_atk_window[XXXnumber] with label Moves: and value Combo_atk_lenght[XXXnumber]
          • Leaderboard - Add Player 1 (Red) to Combo_atk_window[XXXnumber] with label Hits: and value Combo_atk_hits[XXXnumber]
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Combo_atk_movenr[XXXnumber] Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of HeroPick[XXXnumber]) Equal to Slayer Class
            • Then - Actions
              • Unit - Add Attack 1 to HeroPick[XXXnumber]
              • Unit - Add Attack 3 to HeroPick[XXXnumber]
            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of HeroPick[XXXnumber]) Equal to Vampire Class
            • Then - Actions
              • Unit - Remove Attack 3 from HeroPick[XXXnumber]
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Unit-type of HeroPick[XXXnumber]) Equal to Demon Class
                • Then - Actions
                  • Unit - Remove Attack 1 from HeroPick[XXXnumber]
                • Else - Actions
      • -------- if last move reset combo vars, add finisher, remove added atk's --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Combo_atk_libraryfunctions[1] Equal to 1
              • Combo_atk_libraryfunctions[1] Equal to 3
              • Combo_atk_libraryfunctions[1] Equal to 4
        • Then - Actions
          • Set Combo_atk_string[XXXnumber] = <Empty String>
          • Set Combo_atk_movenr[XXXnumber] = 0
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Unit-type of HeroPick[XXXnumber]) Equal to Slayer Class
            • Then - Actions
              • Unit - Remove Attack 3 from HeroPick[XXXnumber]
              • Unit - Remove Attack 1 from HeroPick[XXXnumber]
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Unit-type of HeroPick[XXXnumber]) Equal to Demon Class
                • Then - Actions
                  • Unit - Remove Attack 2 from HeroPick[XXXnumber]
                  • Unit - Remove Attack 1 from HeroPick[XXXnumber]
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Unit-type of HeroPick[XXXnumber]) Equal to Vampire Class
                    • Then - Actions
                      • Unit - Remove Attack 3 from HeroPick[XXXnumber]
                      • Unit - Remove Attack 2 from HeroPick[XXXnumber]
                    • Else - Actions
          • -------- Add finisher --------
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Combo_atk_libraryfunctions[1] Equal to 3
        • Then - Actions
          • Unit - Add Finisher[Combo_atk_libraryfunctions[2]] to HeroPick[XXXnumber]
        • Else - Actions
      • -------- refresh combo window --------
      • Leaderboard - Change the value for Player 7 (Green) in Combo_atk_window[XXXnumber] to Combo_atk_lenght[XXXnumber]
      • Leaderboard - Change the value for Player 1 (Red) in Combo_atk_window[XXXnumber] to Combo_atk_hits[XXXnumber]
      • -------- start timer --------
      • Countdown Timer - Start Combo_atk_timer[XXXnumber] as a One-shot timer that will expire in 0.50 seconds
      • -------- anti-bug --------
      • Set Combo_atk_libraryfunctions[1] = 0
      • Set Combo_atk_libraryfunctions[2] = 0
      • Set pgmoveroam_boolean[XXXnumber] = False
      • Player Group - Add (Player(XXXnumber)) to PG_moveroam
 

DioD

New Member
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57
there is no triggering player in spellcast event.

i suggest you to check every variable used for non valid ones, to do it, add text messages that display content of variables to you duaring tests.

Also i personally not able to process (inside my head) how possible to store execution order in string and why you set string to null if it is not null and if its null you check it lenght...
 

Badhaas

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The bugfixing
All variables return what they should return.

and what do you mean by there is no triggering player, as far as I know it works, I think that wc3 pics the owner of the triggering unit as the triggering player.

And what I do with the string is magic :p
- when a player casts the ability the player number gets stored at the end of the string.
- then when one of those timers end it checks the first integer stored in the string and sets that in a variable used for player number.
- the string is set to be the remaining of the string (so the string without the first number).

There is also something else strange which happened, while trying to fix it I changed a few things, but it didn't work, and then I changed it back to the way it was and suddenly the game doesn't crash anymore. However there is still the problem that after using a standard attack to kill an enemy you won't be able to move again and the combo timer is still paused. :banghead: :confused:

Later, today, I managed to fix the entire problem; I moved everything which comes after the doing damage to the attack unit group to before doing damage. :D
I suspect the problem was that, when it does damage resulting in killing a unit other triggers with the event a unit dies run first, these other triggers also use the XXXnumber variable meaning that when the trigger for the standard attack continues it uses a different player number (as I used XXXnumber for the player number) and all functions depending on that execute wrong and the game probably crashes as it tries to add a non existing player to a playergroup.

Conclusion:
- Always triple check your code etc. :banghead: (you think you know this but it's easy to overlook something)
- A trigger gets cued if an event happens which triggers a different trigger (I didn't know this, I knew about the wait and pause trigger, but not this). :rolleyes:
- And using JASS with local variables would most likely prevent problems like this one, so people it's better to use JASS. :thup:
 

Badhaas

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omg, didn't think about that :p thanx for noting, I'm going to use A and B for that, for player 10 and 11 respectively (I don't use a player 12)
 
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