Game Crashes after Leaving Game

Zackreaver

New Member
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2
Hey there, sorry if this is in the wrong spot, but I couldn't find a thread that related to my situation. I'm developing a map, and the map runs flawlessly, no leaks, no disconnections, people can play it just fine. Problem is though, when you leave the game, warcraft 3 has a fatal error.

This doesnt really have a huge impact on the game, since it only happens when they decide to quit, but I'm sure my map would lose points on the popularity scale if players kept having to start warcraft 3 back up everytime they finish playing my map.

So anyway, what I'm trying to ask is, does anyone know what specific kind of code causes these problems? If not I could list the triggers I have, but I was wondering if anyone had this problem and knows what the cause is.
 

SerraAvenger

Cuz I can
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234
Wich exception do you have.. an "ACCESS-VIOLATION"??
The memory at 0x0000001c or something like that could not be 'read'??

egmentation errors aren't really nice...
I program them from time to time myself...
It is when you try to access memory the O did not give to you...
Like a player with a negative player number ( like ConvertedPlayer( - 5 ) )


If you do not know what a segmentation error is:
Imagine a great wall.
The mayor allows you to paint on certain regions of the wall
If you paint at another region (at one you arent allowed to paint at by the mayor ), you have a segmentation fault...

I do not fid all of them in my own code ( I have atleast 2 of them in a map i wanted to release - crashes at the beginning ^^ ), but post your code and we may try to find it...
 

Zackreaver

New Member
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2
I forgot to post the error message

my sincerest apologies, I forgot to post the error. Yes it is access violation.

heres the error to be exact.

strangely enough, this error sometimes come not when I leave the game, but if I try to shut down warcraft 3 normally. Which isnt a problem at all, since the worst this fatal error could do is crash the game, the game was shutting down anyway. At any rate, if you still need my maps code I'll gladly list it.

Edit: Heres the only trigger in my map made entirely of custom text

Code:
function Trig_Player_Commands_Func001Func001Func001A takes nothing returns nothing
    call SetPlayerAllianceStateBJ( GetTriggerPlayer(), GetEnumPlayer(), bj_ALLIANCE_ALLIED_VISION )
endfunction

function Trig_Player_Commands_Func002Func001Func001A takes nothing returns nothing
    call SetPlayerAllianceStateBJ( GetTriggerPlayer(), GetEnumPlayer(), bj_ALLIANCE_UNALLIED )
    call SetPlayerAllianceStateBJ( GetEnumPlayer(),  GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
endfunction

function Trig_Player_Commands_Func001Func001C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "all" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func002C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "red" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func003C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "blue" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func004C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "teal" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func005C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "purple" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func006C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "yellow" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func007C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "orange" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func008C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "green" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func009C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "pink" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func010C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "gray" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func011C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "light blue" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func012C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "dark green" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001Func013C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 7, StringLength(GetEventPlayerChatString())) == "brown" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func001C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 1, 5) == "-ally" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func001C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "all" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func002C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "red" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func003C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "blue" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func004C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "teal" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func005C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "purple" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func006C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "yellow" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func007C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "orange" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func008C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "green" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func009C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "pink" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func010C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "gray" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func011C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "light blue" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func012C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "dark green" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002Func013C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 9, StringLength(GetEventPlayerChatString())) == "brown" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Func002C takes nothing returns boolean
    if ( not ( SubStringBJ(GetEventPlayerChatString(), 1, 7) == "-unally" ) ) then
        return false
    endif
    return true
endfunction

function Trig_Player_Commands_Actions takes nothing returns nothing
    if ( Trig_Player_Commands_Func001C() ) then
        if ( Trig_Player_Commands_Func001Func001C() ) then
            call ForForce( GetPlayersAll(), function Trig_Player_Commands_Func001Func001Func001A )
        else
        endif
        if ( Trig_Player_Commands_Func001Func002C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(0), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func003C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(1), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func004C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(2), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func005C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(3), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func006C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(4), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func007C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(5), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func008C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(6), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func009C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(7), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func010C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(8), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func011C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(9), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func012C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(10), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
        if ( Trig_Player_Commands_Func001Func013C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(11), bj_ALLIANCE_ALLIED_VISION )
        else
        endif
    else
    endif

    if ( Trig_Player_Commands_Func002C() ) then
        if ( Trig_Player_Commands_Func002Func001C() ) then
            call ForForce( GetPlayersAll(), function Trig_Player_Commands_Func002Func001Func001A )
        else
        endif
        if ( Trig_Player_Commands_Func002Func002C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(0), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(0), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func003C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(1), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(1), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func004C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(2), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(2), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func005C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(3), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(3), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func006C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(4), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(4), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func007C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(5), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(5), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func008C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(6), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(6), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func009C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(7), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(7), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func010C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(8), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(8), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func011C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(9), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(9), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func012C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(10), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(10), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
        if ( Trig_Player_Commands_Func002Func013C() ) then
            call SetPlayerAllianceStateBJ( GetTriggerPlayer(), Player(11), bj_ALLIANCE_UNALLIED )
            call SetPlayerAllianceStateBJ( Player(11), GetTriggerPlayer(), bj_ALLIANCE_UNALLIED )
        else
        endif
    else
    endif

endfunction

//===========================================================================
function InitTrig_Player_Commands takes nothing returns nothing
    set gg_trg_Player_Commands = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Player_Commands, function Trig_Player_Commands_Actions )
endfunction

Its the trigger that lets players ally and unally via trigger's, if you unally with someone, they unally you as well so they cant back stab you easily.
 

martix

There is no spoon
Reaction score
49
This seems awfully lot like gui conversion. Anyway post the GUI, its easier to get the idea than with the converted form.
 

Zackreaver

New Member
Reaction score
2
Well as I mentioned, thats the ONLY trigger I used in custom text, most of the other triggers are in GUI cause I really don't need to use jass for the map idea I have, at least not yet. The only reason I converted it to custom text was to prevent the really annoying process of going to millions of windows.

Anyway heres a trigger I made recently, after the crashes started, I dont think its the cause of the problem though.

Code:
Map Selection
    Events
        Map initialization
    Conditions
    Actions
        Custom script:   local integer a
        Custom script:   local integer i
        Custom script:   set i=1
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Player((Integer A))) slot status) Equal to Is playing
                    Then - Actions
                        Set NumberOfPlayers = (NumberOfPlayers + 1)
                        Set PlayerNumber[NumberOfPlayers] = (Player((Integer A)))
                    Else - Actions
        Custom script:   set a=udg_NumberOfPlayers
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                NumberOfPlayers Equal to 1
            Then - Actions
                Game - Display to (All players) the text: Single Player Mode ...
            Else - Actions
                Unit - Change ownership of Beta Testing God 0150 <gen> to Neutral Passive and Change color
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                NumberOfPlayers Less than or equal to 2
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Owner of Beta Testing God 0150 <gen>) Not equal to Player 1 (Red)
                    Then - Actions
                        Set BoxSizeX = 60
                        Set BoxSizeY = 50
                        Set Temp_Point = (Center of Map 1 <gen>)
                        Unit - Order Beta Testing God 0150 <gen> to Move To Temp_Point
                        Custom script:   call RemoveLocation(udg_Temp_Point)
                    Else - Actions
                Custom script:   loop
                Custom script:   exitwhen (i>a)
                Set RandomNumber = (Random integer number between 1 and 2)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        SpotTaken[RandomNumber] Equal to False
                    Then - Actions
                        Custom script:   set udg_PlayerStartLocations[GetConvertedPlayerId(udg_PlayerNumber[i])] = udg_StartLocations[udg_RandomNumber]
                        Set SpotTaken[RandomNumber] = True
                        Custom script:   set i=i+1
                    Else - Actions
                Custom script:   endloop
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                NumberOfPlayers Greater than or equal to 3
                NumberOfPlayers Less than or equal to 6
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Owner of Beta Testing God 0150 <gen>) Not equal to Player 1 (Red)
                    Then - Actions
                        Set BoxSizeX = 60
                        Set BoxSizeY = 110
                        Set Temp_Point = (Center of Map 2 <gen>)
                        Unit - Order Beta Testing God 0150 <gen> to Move To Temp_Point
                        Custom script:   call RemoveLocation(udg_Temp_Point)
                    Else - Actions
                Custom script:   loop
                Custom script:   exitwhen (i>a)
                Set RandomNumber = (Random integer number between 3 and 8)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        SpotTaken[RandomNumber] Equal to False
                    Then - Actions
                        Custom script:   set udg_PlayerStartLocations[GetConvertedPlayerId(udg_PlayerNumber[i])] = udg_StartLocations[udg_RandomNumber]
                        Set SpotTaken[RandomNumber] = True
                        Custom script:   set i=i+1
                    Else - Actions
                Custom script:   endloop
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                NumberOfPlayers Greater than or equal to 7
                NumberOfPlayers Less than or equal to 8
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Owner of Beta Testing God 0150 <gen>) Not equal to Player 1 (Red)
                    Then - Actions
                        Set BoxSizeX = 60
                        Set BoxSizeY = 160
                        Set Temp_Point = (Center of Map 1 <gen>)
                        Unit - Order Beta Testing God 0150 <gen> to Move To Temp_Point
                        Custom script:   call RemoveLocation(udg_Temp_Point)
                    Else - Actions
                Custom script:   loop
                Custom script:   exitwhen (i>a)
                Set RandomNumber = (Random integer number between 1 and 8)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        SpotTaken[RandomNumber] Equal to False
                    Then - Actions
                        Custom script:   set udg_PlayerStartLocations[GetConvertedPlayerId(udg_PlayerNumber[i])] = udg_StartLocations[udg_RandomNumber]
                        Set SpotTaken[RandomNumber] = True
                        Custom script:   set i=i+1
                    Else - Actions
                Custom script:   endloop
            Else - Actions

Its purpose is to give each player a random start location in a map presetly chosen to fit the amount of players there are, and create an impassible border to stop them from going out of bounds.
 

SerraAvenger

Cuz I can
Reaction score
234
so why do you think this is the part that causes the segmentation fault?

Ah and y...
does the game crash for all players or only for the player that leaves?
 

Miz

Administrator
Reaction score
424
When a Trigger can be leaked or something rather can't it do that
because it did the same thing with me when I messed up on Jass but it was a much bigger probelm?
 

Zackreaver

New Member
Reaction score
2
so why do you think this is the part that causes the segmentation fault?

Ah and y...
does the game crash for all players or only for the player that leaves?

Only for the player when he leaves the game, and sometimes it doesnt crash until they shut down warcraft 3, which is like I said, not an issue if it happens there.

In all honesty I dont know which trigger is causing the crash, I just wanted to ask if anyone here has the same problem and knows what its related too, if its a particular import or gameplay constant that I changed which is causing it.

Anyway, the problem randomly ever occur's, if no one else has this problem and/or knows a solution off the top of their head then thats ok, I just wanted to know if it was a common everyday problem that everyone knew about.
 

martix

There is no spoon
Reaction score
49
That thing there? Theres so much custom scripts... I'd guess its their fault, hybrid triggers are a mess anyway you look at them! Just go pure JASS, would be so much better...
And that thing - map initialization. It could be it too. Try to debug, diffrent situations, diffrent outcomes and draw your conclusions or let us know.
 

Sim

Forum Administrator
Staff member
Reaction score
534
Disable all your triggers and enable them one at a time, until it crashes. You will need to test once for each trigger :cool:

You will then know which trigger caused the crash and post it here :)
 

TheCrystal

New Member
Reaction score
36
I honestly, have no idea. But try removing the triggers <Deactivating it> and see if it still happens, if it does, then it isn't the source.
Edit: Daxtreme posted a second before I did..
 

Zackreaver

New Member
Reaction score
2
Disable all your triggers and enable them one at a time, until it crashes. You will need to test once for each trigger :cool:

You will then know which trigger caused the crash and post it here :)

I'll give that a try and get back to you, its probably going to take a while though, since the crash is random >.<.
 

SerraAvenger

Cuz I can
Reaction score
234
as I told you it happened to me while trying to acces to ConvertedPlayer(0) who does not exist. You might check you code if you are trying to access something that doesn't exist...
Or nolonger exist
(set TheHero = null
hero - set hero level of TheHero = 70, p.e.)
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
Out of curiousity, do you have an empty Folder in your Trigger Editor? I remember i was making a map, and that same thing happened to me once in a while, until i deleted the folder... really weird :p

Most likely, do what Daxtreme said. IF it is a trigger causing the problem.
 
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    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

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