Never_Quit
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- Reaction score
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hey i've been triggerin this map for about two weeks now and it has started crashing when i've tested it on bnet with more than 6 people
it only crashes when a player causes quick deaths in the other players hero.
anyways this is the code that runs on death
could leaks be the problem? and if so how can i remove leaks from the death code? I've considered setting a local integer to the number of owner of killing unit then destroying the variable on the end...
i've also wondered if the index's value leaks
EDIT: could it be possible that the trigger is conflicting itself when there are two units that can be specified?
ex. unit of player blue dies... during wait of .75 red dies... then attempts to revive owner of unit triggering unit but the comp doesnt know which to choose? Also, does "dying unit" still work after it has revived? found an error in the selection thing (integer (a)) is wrong
it only crashes when a player causes quick deaths in the other players hero.
anyways this is the code that runs on death
Trigger:
- Team1 Unit Dies
- Events
- Unit - A unit Dies
- Conditions
- ((Triggering unit) is A Hero) Equal to True
- ((Dying unit) is an illusion) Equal to False
- ((Owner of (Triggering unit)) is in Team1) Equal to True
- Actions
- -------- the multi kill things --------
- Hero - Drop (Item carried by (Dying unit) of type Team1's Flag) from (Dying unit)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has (Item carried by (Dying unit) of type Team2's Flag)) Equal to True
- Then - Actions
- Set NumberFlagsLost[(Player number of (Owner of (Triggering unit)))] = (NumberFlagsLost[(Player number of (Owner of (Triggering unit)))] + 1)
- Hero - Drop (Item carried by (Dying unit) of type Team2's Flag) from (Dying unit)
- Else - Actions
- If - Conditions
- Set NumberTempGoldAmount = (NumberBaseGold + (((Hero level of (Dying unit)) x 1) + (Random integer number between 0 and (Hero level of (Triggering unit)))))
- Player - Add NumberTempGoldAmount to (Owner of (Killing unit)) Current gold
- Floating Text - Create floating text that reads (+ + ((String(NumberTempGoldAmount)) + <Empty String>)) at (Position of (Dying unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
- Special Effect - Create a special effect attached to the origin of (Dying unit) using UI\Feedback\GoldCredit\GoldCredit.mdl
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
- Set NumberHeroKills[(Player number of (Owner of (Killing unit)))] = (NumberHeroKills[(Player number of (Owner of (Killing unit)))] + 1)
- Set NumberHeroDeaths[(Player number of (Owner of (Triggering unit)))] = (NumberHeroDeaths[(Player number of (Owner of (Triggering unit)))] + 1)
- Trigger - Run Set Values <gen> (checking conditions)
- Trigger - Run Set Team Values <gen> (checking conditions)
- Trigger - Run Leader Board Update <gen> (checking conditions)
- Game - Display to (All players) the text: (iPlayerColors[(Player number of (Owner of (Killing unit)))] + ((Name of (Owner of (Killing unit))) + (iFunnySaying[(Random integer number between 1 and 71)] + (iPlayerColors[(Player number of (Owner of (Triggering unit)))] + ((Name of (Owner of (Triggering u
- Special Effect - Create a special effect attached to the origin of (Dying unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
- Set SpecialBloodEffect[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
- Wait 0.75 seconds
- Hero - Instantly revive (Triggering unit) at (Random point in Team 1 Spawn Region <gen>), Show revival graphics
- Camera - Pan camera for (Triggering player) to (Position of (Triggering unit)) over 1.00 seconds
- Selection - Add (Reviving Hero) to selection for (Player((Integer A)))
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\DivineShield\DivineShieldTarget.mdl
- Set SpecialEffectRespawn[(((Player number of (Triggering player)) x 12) - (Custom value of (Triggering unit)))] = (Last created special effect)
- Unit - Make (Triggering unit) Invulnerable
- Wait 5.00 seconds
- Special Effect - Destroy SpecialEffectRespawn[(((Player number of (Triggering player)) x 12) - (Custom value of (Triggering unit)))]
- Unit - Make (Triggering unit) Vulnerable
- Events
could leaks be the problem? and if so how can i remove leaks from the death code? I've considered setting a local integer to the number of owner of killing unit then destroying the variable on the end...
i've also wondered if the index's value leaks
EDIT: could it be possible that the trigger is conflicting itself when there are two units that can be specified?
ex. unit of player blue dies... during wait of .75 red dies... then attempts to revive owner of unit triggering unit but the comp doesnt know which to choose? Also, does "dying unit" still work after it has revived? found an error in the selection thing (integer (a)) is wrong