Need Help Resolving a Fatal Error

Taishaku

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FatalError.jpg


=(

It occurs sporadically on Battle.net. I think I got all of the memory leaks (besides, it once occured within the first five minutes). Infinite loop? Bad model? I don't know what to look for though, can anyone help?

EDIT: Currently have attempted to consolidate all events into the same triggers and stuttering their timing. I also changed the variable names of commonly repeating dummy casters.
 

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  • Crucis Zone Control 1.01e.w3x
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demotry241

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thats alot of triggers with the same events!, well.. somewhat so so.


suggest:

hide a back up, combine most triggers that has same event

example

event
30 seconds
condition
action
if
then
(all actions in trigger 1(example)
else
do nothing

if
then
(all actions in trigger 2(example)
else
do nothing..

and so so on.
 

Taishaku

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I assume you refer to the Zones. Does that really cause errors? I just built them separately so I can tell them apart.

And er... all of them are different... it spawns a unit in a different zone based on a different spawning building... for five different races. Wouldn't clustering them together not work?
 

demotry241

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I assume you refer to the Zones. Does that really cause errors? I just built them separately so I can tell them apart.

And er... all of them are different... it spawns a unit in a different zone based on a different spawning building.

they have same events ..xD

that is why you can combine them using if/then/else multiple.. (and just copy paste the actions on the then without filling up the if, and put do nothing in else. (still...hide a backup.) use somewhat like this...

Code:
WEe
    Events
        Time - Every 30.00 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
            Then - Actions
                Set SWD1 = (Units in SWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Barbarian Horde)))
                Unit Group - Pick every unit in SWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Barbarian Raiding Vessel I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_SWD1)
                Set SWD1 = (Units in SWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Inquisition)))
                Unit Group - Pick every unit in SWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Inquisition Corvette I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_SWD1)
                Set SWD1 = (Units in SWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Pirate Fleet)))
                Unit Group - Pick every unit in SWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Pirate Fleet Frigate I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_SWD1)
                Set SWD1 = (Units in SWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Royal Navy)))
                Unit Group - Pick every unit in SWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Royal Navy Frigate I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_SWD1)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
            Then - Actions
                Set NWD1 = (Units in NWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Barbarian Horde)))
                Unit Group - Pick every unit in NWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Barbarian Raiding Vessel I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_NWD1)
                Set NWD1 = (Units in NWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Inquisition)))
                Unit Group - Pick every unit in NWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Inquisition Corvette I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_NWD1)
                Set NWD1 = (Units in NWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Pirate Fleet)))
                Unit Group - Pick every unit in NWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Pirate Fleet Frigate I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_NWD1)
                Set NWD1 = (Units in NWD1 <gen> matching ((Unit-type of (Matching unit)) Equal to Shipyard (Royal Navy)))
                Unit Group - Pick every unit in NWD1 and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                ((Picked unit) is alive) Equal to True
                            Then - Actions
                                Set MyLocation = (Position of (Picked unit))
                                Set MyLocation2 = (MyLocation offset by (0.00, 0.00))
                                Custom script:   call RemoveLocation(udg_MyLocation)
                                Unit - Create 1 Royal Navy Frigate I for (Owner of (Picked unit)) at MyLocation2 facing MyLocation
                                Unit - Order (Last created unit) to Attack-Move To (Rally-Point of (Picked unit) as a point)
                                Custom script:   call RemoveLocation(udg_MyLocation2)
                            Else - Actions
                                Do nothing
                Custom script:   call DestroyGroup (udg_NWD1)
            Else - Actions

i combined 2 triggers w/ same event
 

Taishaku

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they have same events ..xD

that is why you can combine them using if/then/else multiple.. (and just copy paste the actions on the then without filling up the if, and put do nothing in else. (still...hide a backup.)

But look at the way it's set up... if I copy and paste into Actions, the wrong units spawn. Before and after example?
 

Taishaku

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9
By the way, I use WC3 Map Optimizer. Are there any things I should be careful of, now that you've seen my map?
 

demotry241

Don't Ever Categorize Yourself.
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they say something bad in widjetoptimizer... something like that... i just use optimize.. and unchecks all other options such as tweaks.
 

Taishaku

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9
Is it any slower than if I don't? I personally doubt it gets much faster, especially since I ain't too heavy in JASS.
 

Taishaku

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9
Okay, tried it with 12 players, it still fatals at around 5 minutes.

Does it matter if two triggers use the same variable at same time?
 

Jeeyo

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3
it also happens to me everytime i click the model file and icon of thrall and tauren chieftain
 

demotry241

Don't Ever Categorize Yourself.
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no, because it runs trigger by trigger, 1 at a time.


something must be really wrong.
 

Taishaku

New Member
Reaction score
9
I found something peculiar. One of my triggers stops working after I create a Town Hall units. It's meant to control the number of creeps that you can control.

Here is the crowd control trigger:

Code:
Removal
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Set MyPlayerGroup = (All players)
        Player Group - Pick every player in MyPlayerGroup and do (Actions)
            Loop - Actions
                Set MyUnitGroup = (Units owned by (Picked player) matching ((Supply used by (Matching unit)) Equal to 1))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Number of units in MyUnitGroup) Greater than ((Picked player) Food cap)
                    Then - Actions
                        Unit - Remove (Random unit from MyUnitGroup) from the game
                    Else - Actions
                        Do nothing
        Custom script:   call DestroyGroup(udg_MyUnitGroup)

It is cancelled out by this trigger:

Code:
Create HQ and CC
    Events
        Unit - A unit Sells a unit
    Conditions
        ((Sold unit) is A Hero) Equal to True
        (Unit-type of (Triggering unit)) Equal to Hero Selector
    Actions
        Set MyLocation = (Position of (Triggering unit))
        Unit - Remove (Triggering unit) from the game
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Sold unit)) Equal to Archmagus
            Then - Actions
                Unit - Create 1 Apprentices' Laboratory I for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
                Unit - Create 1 Guild Engineered Merman for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
                Set GuildWarning = (Owner of (Triggering unit))
                Set MyPlayerGroup = (Player group(GuildWarning))
                Game - Display to MyPlayerGroup the text: |cffff0000WARNING!|...
                Custom script:   call DestroyForce (udg_MyPlayerGroup)
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Sold unit)) Equal to Warchief
            Then - Actions
                Unit - Create 1 Tribal Hall I for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
                Unit - Create 1 Salvaged Construction Craft for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Sold unit)) Equal to High Inquisitor
            Then - Actions
                Unit - Create 1 Local Tribunal I for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
                Unit - Create 1 Rented Construction Craft for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Sold unit)) Equal to Pirate Lord
            Then - Actions
                Unit - Create 1 Littoral Hideout I for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
                Unit - Create 1 Stolen Construction Craft for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Sold unit)) Equal to Admiral
            Then - Actions
                Unit - Create 1 Colonial Headquarters I for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
                Unit - Create 1 Construction Craft for (Owner of (Triggering unit)) at MyLocation facing Default building facing degrees
            Else - Actions
                Do nothing
        Custom script:   call RemoveLocation(udg_MyLocation)
        Custom script:   call DestroyForce (udg_MyPlayerGroup)

EDIT: Solved it by using different variables. Maybe that's my problem...
 
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