Map Crash Unknowingly

Thanatos_820

Death is Not the End
Reaction score
91
Okay, before I was about to release my map, (4) Sunken Frenzy 1.0e, I got this fatal error that I had no idea what caused it. I'm not sure how, or why it happened...but here's what it said:

This application has encountered a critical error:

FATAL ERROR!

Program: c:\program files\warcraft iii\war3.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 001B:6F0547F4

This instruction '0x6F0547F4' referenced memory at '0x00000003'.

The memory could not be 'read'.

Press OK to terminate the application.

The map file is on the last post of my map thread.

No, there are no loops in this game.
 

Jazradel

Helping people do more by doing less.
Reaction score
102
Post the triggers anyway, you might of missed something.

Fatal errors can also be caused by referencing a player that doesn't exist, like Player(-1).
 

Thanatos_820

Death is Not the End
Reaction score
91
Okay, you're going to read a little bit of the triggers though.

Code:
Messages
    Events
        Time - Elapsed game time is 1.50 seconds
    Conditions
    Actions
        Game - Display to (All players) for 30.00 seconds the text:                    ...

Code:
Quest Set
    Events
        Map initialization
    Conditions
    Actions
        Quest - Create a Required quest titled The Helper Forums with the description Visit The Helper's ..., using icon path ReplaceableTextures\CommandButtons\BTNHeroArchMage.blp
        Quest - Create a Required quest titled Credits with the description Nobody helped me wi..., using icon path ReplaceableTextures\CommandButtons\BTNMassTeleport.blp

Code:
Initialization
    Events
        Map initialization
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Add 150 to (Picked player) Current gold

Code:
Bounty Set
    Events
        Map initialization
    Conditions
    Actions
        Player - Turn Gives bounty On for Player 1 (Red)
        Player - Turn Gives bounty On for Player 2 (Blue)
        Player - Turn Gives bounty On for Player 3 (Teal)
        Player - Turn Gives bounty On for Player 4 (Purple)

Code:
Game Set Red
    Events
        Time - Every 2.00 seconds of game time
    Conditions
        (Count structures controlled by Player 1 (Red) (Include incomplete structures)) Equal to 0
    Actions
        Game - Defeat Player 1 (Red) with the message: You've been elimina...

Code:
Game Set Blue
    Events
        Time - Every 2.00 seconds of game time
    Conditions
        (Count structures controlled by Player 2 (Blue) (Include incomplete structures)) Equal to 0
    Actions
        Game - Defeat Player 2 (Blue) with the message: You've been elimina...

Code:
Game Set Teal
    Events
        Time - Every 2.00 seconds of game time
    Conditions
        (Count structures controlled by Player 3 (Teal) (Include incomplete structures)) Equal to 0
    Actions
        Game - Defeat Player 3 (Teal) with the message: You've been elimina...

Code:
Game Set Purple
    Events
        Time - Every 2.00 seconds of game time
    Conditions
        (Count structures controlled by Player 4 (Purple) (Include incomplete structures)) Equal to 0
    Actions
        Game - Defeat Player 4 (Purple) with the message: You've been elimina...

Code:
Game End Red
    Events
        Player - Player 2 (Blue) leaves the game with a defeat
        Player - Player 3 (Teal) leaves the game with a defeat
        Player - Player 4 (Purple) leaves the game with a defeat
    Conditions
    Actions
        Game - Victory Player 1 (Red) (Show dialogs, Show scores)

Code:
Game End Blue
    Events
        Player - Player 1 (Red) leaves the game with a defeat
        Player - Player 3 (Teal) leaves the game with a defeat
        Player - Player 4 (Purple) leaves the game with a defeat
    Conditions
    Actions
        Game - Victory Player 2 (Blue) (Show dialogs, Show scores)

Code:
Game End Teal
    Events
        Player - Player 1 (Red) leaves the game with a defeat
        Player - Player 2 (Blue) leaves the game with a defeat
        Player - Player 4 (Purple) leaves the game with a defeat
    Conditions
    Actions
        Game - Victory Player 3 (Teal) (Show dialogs, Show scores)

Code:
Game End Purple
    Events
        Player - Player 1 (Red) leaves the game with a defeat
        Player - Player 2 (Blue) leaves the game with a defeat
        Player - Player 3 (Teal) leaves the game with a defeat
    Conditions
    Actions
        Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
Code:
AI Initialization
    Events
        Map initialization
    Conditions
    Actions
        Set P1_AI_Hall[1] = Coral Steep 0001 <gen>

Code:
Player 1
    Events
        Time - Elapsed game time is 0.10 seconds
    Conditions
        (Player 1 (Red) controller) Equal to Computer
    Actions
        Unit - Order Coral Steep 0001 <gen> to build a Spawning Pool at (Position of P1_AI_Hall[1])

Code:
Player 2
    Events
        Time - Elapsed game time is 0.10 seconds
    Conditions
        (Player 2 (Blue) controller) Equal to Computer
    Actions
        Unit - Order Coral Steep 0001 <gen> to build a Spawning Pool at (Position of P1_AI_Hall[1])

Code:
Player 3
    Events
        Time - Elapsed game time is 0.10 seconds
    Conditions
        (Player 3 (Teal) controller) Equal to Computer
    Actions
        Unit - Order Coral Steep 0001 <gen> to build a Spawning Pool at (Position of P1_AI_Hall[1])

Code:
Player 4
    Events
        Time - Elapsed game time is 0.10 seconds
    Conditions
        (Player 4 (Purple) controller) Equal to Computer
    Actions
        Unit - Order Coral Steep 0001 <gen> to build a Spawning Pool at (Position of P1_AI_Hall[1])

It might have been the last 4 (When I was contructing the AI).
 
S

Sunny_D

Guest
hm... probably - you order at the same time different things to the same unit... you could combine all triggers into one and connect the conditions with OR.... or just setting different "elapsed time values". be sure you give the unit enough time to finish the order and the building itself...

and correct me if im wrong, but afaik, the events are connected with OR already. that way, your game end triggers run if only one of the named players leaves with a defeat... (just to inform you, but that would cause a crash i think)
 

Thanatos_820

Death is Not the End
Reaction score
91
hm... probably - you order at the same time different things to the same unit... you could combine all triggers into one and connect the conditions with OR.... or just setting different "elapsed time values". be sure you give the unit enough time to finish the order and the building itself...

and correct me if im wrong, but afaik, the events are connected with OR already. that way, your game end triggers run if only one of the named players leaves with a defeat... (just to inform you, but that would cause a crash i think)

Eh it's okay, the AI was the cause :p. I forgot to change the variable & target for the trigger....but thanks anyway.
 
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