Help with my Triggered Spell - Spiral Flame Strike

neo34rd

New Member
Reaction score
3
Hi guys I am currently trying to make a flame strike spell that spirals outwards when cast. I have managed to make it but everytime I cast the spell it seems to 1: Lag like mad. 2: Crash after casting the spell a few times (Memory could not be written error).

I think it might be a memory leak? Or perhaps too much things happening at a time? I would appreciate some help if anyone has any clues as to whats happening.

Here is the spell trigger:
Trigger:
  • Sprial Flame Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Flame Strike
    • Actions
      • Custom script: local location udg_pointOfAbilityBeingCast
      • Custom script: local unit udg_castingUnit
      • Set pointOfAbilityBeingCast = (Target point of ability being cast)
      • Set castingUnit = (Casting unit)
      • For each (Integer A) from 1 to 36, do (Actions)
        • Loop - Actions
          • Unit - Create 1 dummy (Raven Form) for (Owner of (Triggering unit)) at pointOfAbilityBeingCast facing Default building facing degrees
          • Unit - Add Flame Strike (Neutral Hostile) to (Last created unit)
          • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike (pointOfAbilityBeingCast offset by (0.00 + ((Real((Integer A))) x 9.00)) towards ((Real((Integer A))) x 15.00) degrees)
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Set pointOfAbilityBeingCast = (Center of (Playable map area))
      • Set castingUnit = No unit
 

BloodySkullz

Active Member
Reaction score
10
There are leaks(Point leaks) in your trigger:
Trigger:
  • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike (pointOfAbilityBeingCast offset by (0.00 + ((Real((Integer A))) x 9.00)) towards ((Real((Integer A))) x 15.00) degrees)


To solve the problem of lag or crash, I am not so sure. But you may try adding a minor wait to your loop. So it becomes like this:

Trigger:
  • Custom script: local location udg_pointOfAbilityBeingCast
    • Custom script: local unit udg_castingUnit
    • Custom script: local location TempPoint
    • Set pointOfAbilityBeingCast = (Target point of ability being cast)
    • Set castingUnit = (Casting unit)
    • For each (Integer A) from 1 to 36, do (Actions)
    • Loop - Actions
      • Wait 0.10 seconds
      • set TempPoint = (pointOfAbilityBeingCast offset by (0.00 + ((Real((Integer A))) x 9.00)) towards ((Real((Integer A))) x 15.00) degrees)
      • Unit - Create 1 dummy (Raven Form) for (Owner of (Triggering unit)) at pointOfAbilityBeingCast facing Default building facing degrees
      • Unit - Add Flame Strike (Neutral Hostile) to (Last created unit)
      • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike TempPoint
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation( TempPoint )
    • Set pointOfAbilityBeingCast = (Center of (Playable map area))
    • Set castingUnit = No unit
    • Set TempPoint = null
 

merlinds

Member
Reaction score
15
1: you need to remove the leaks, as already said before "Custom script: call RemoveLocation( TempPoint )" will do the work, this is causing the crash, is staking a lot of memory leak.
2: check if you reeeeelly need 36 flame strikes, because this is a lot of SFX in game, and no mather how do you make the trigger this will reduce the FPS.
3:Se the Art - Cast BackSwing of the dummy unit to 0.001 and reduce the expiration time as much as you can, so the dummys will remain in game the less time is posible.(Thanks GFreak)
 

chukky-jr

Member
Reaction score
15
this is random guess but i think this what causes the game crash

Trigger:
  • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike (pointOfAbilityBeingCast offset by (0.00 + ((Real((Integer A))) x 9.00)) towards ((Real((Integer A))) x 15.00) degrees)

the game barely handles 10 Flame Strike GFX+SFX within 1 seconds, try to set the ability to other things such as Cloud or Dispel and see if it still causes crashes after casting a few times
 
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