Fatal Error Help

CuteCumber

Member
Reaction score
4
My spell has a fatal error after casting. It occurs when the spell hits a target.

Description:
Thundera releases a quick lightning in a direction. If the lightning hits a target, it will be damage. The lightning will bounce to nearby enemies, dealing damage too.

Please help me. Thank you.

Trigger:
  • Tesla Coil
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Tesla Coil
    • Actions
      • Set TCCaster = (Triggering unit)
      • Set TCCasterPoint = (Position of TCCaster)
      • Set TCTargetPoint = (Target point of ability being cast)
      • Unit - Create 1 Dummy for (Owner of TCCaster) at TCCasterPoint facing Default building facing (270.0) degrees
      • Set TC = (Last created unit)
      • Set TCPoint = (Position of TC)
      • Lightning - Create a Chain Lightning - Primary lightning effect from source TCCasterPoint to target TCPoint
      • Set TCLightning = (Last created lightning effect)
      • Set TCAngle = (Angle from TCCasterPoint to TCTargetPoint)
      • Set TCDistance = 0.00
      • Set TCN = 600.00
      • Unit - Pause TCCaster
      • Sound - Play LightningBolt <gen> at 100.00% volume, located at TCCasterPoint with Z offset 0.00
      • Trigger - Turn on Tesla Coil effect <gen>


Trigger:
  • Tesla Coil effect
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set TCPoint = (Position of TC)
      • Set TCMove = (TCPoint offset by 50.00 towards TCAngle degrees)
      • Set TCDistance = (TCDistance + 50.00)
      • Unit - Move TC instantly to TCMove
      • Lightning - Move TCLightning to source TCCasterPoint and target TCPoint
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • TCDistance Greater than (>) TCN
          • Then - Actions
            • Unit - Remove TC from the game
            • Unit - Unpause TCCaster
            • Lightning - Destroy TCLightning
            • Custom script: call RemoveLocation (udg_TCCasterPoint)
            • Custom script: call RemoveLocation (udg_TCPoint)
            • Custom script: call RemoveLocation (udg_TCMove)
            • Trigger - Turn off (This trigger)
          • Else - Actions
            • Set TCGroup[1] = (Units within 100.00 of TCPoint matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of TCCaster)) Equal to (==) True))))
            • Unit Group - Pick every unit in (Random 1 units from TCGroup[1]) and do (Actions)
              • Loop - Actions
                • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • ((Picked unit) is alive) Equal to (==) True
                  • Then - Actions
                    • Set TCPickedUnit = (Picked unit)
                    • Set TCPickedUnitPoint = (Position of TCPickedUnit)
                    • Special Effect - Create a special effect attached to the chest of TCPickedUnit using Abilities\Weapons\Bolt\BoltImpact.mdl
                    • Special Effect - Destroy (Last created special effect)
                    • Unit - Cause TCCaster to damage TCPickedUnit, dealing (90.00 x (Real((Level of Tesla Coil for TCCaster)))) damage of attack type Spells and damage type Normal
                    • Set TCGroup[2] = (Units within 300.00 of TCPickedUnitPoint matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of TCCaster)) Equal to (==) True))))
                    • Unit Group - Pick every unit in (Random 1 units from TCGroup[2]) and do (Actions)
                      • Loop - Actions
                        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (Picked unit) Not equal to (!=) TCPickedUnit
                          • Then - Actions
                            • Unit - Create 1 Dummy for (Owner of TCCaster) at TCPickedUnitPoint facing Default building facing (270.0) degrees
                            • Unit - Add Chain Lightning (Tesla Coil) to (Last created unit)
                            • Unit - Set level of Chain Lightning (Tesla Coil) for (Last created unit) to (Level of Tesla Coil for TCCaster)
                            • Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
                            • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
                          • Else - Actions
                    • Unit - Remove TC from the game
                    • Unit - Unpause TCCaster
                    • Lightning - Destroy TCLightning
                    • Custom script: call RemoveLocation (udg_TCCasterPoint)
                    • Custom script: call RemoveLocation (udg_TCPoint)
                    • Custom script: call RemoveLocation (udg_TCMove)
                    • Custom script: call RemoveLocation (udg_TCPickedUnitPoint)
                    • Custom script: call DestroyGroup (udg_TCGroup[1])
                    • Custom script: call DestroyGroup (udg_TCGroup[2])
                  • Else - Actions
 

Laiev

Hey Listen!!
Reaction score
188
Change that periodic time 0,01 to at least 0,03

run a trigger 100 times per second... jesus christ >< and probably will bug sometimes..

EDIT: also i have a sugestion...

why you just don't start the ability in trigger, and when hit'ed by lightning, create a dummy in position and order that unit to chain lightning
 

Laiev

Hey Listen!!
Reaction score
188
See nothing wrong in your trigger.

What ability base you're using?
 

Laiev

Hey Listen!!
Reaction score
188
The only thing, if i'm you lol, i'll try is remove that sound, also deactive the second trigger and see if work without periodic trigger.
 

CuteCumber

Member
Reaction score
4
I don't think is about the first trigger. Fatal error occurs when a random unit is picked around the dummy. (Looks like lightning hits a target in game). If no unit is picked, fatal error does not occur.
 

Laiev

Hey Listen!!
Reaction score
188
remove that condition "picked unit is alive equal to true"

here:

Unit Group - Pick every unit in (Random 1 units from TCGroup[1]) and do (Actions)

remove that if and that condition...

cause you already set group to pick just alive units, so don't need check if unit is alive
 
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