Two Things - Start Locations and Error

NeuroToxin

New Member
Reaction score
46
Okay, so In my map, I have two things run at 60 seconds, which is when it crashes, here it is.
Trigger:
  • Turn On Periodic
    • Events
      • Time - Elapsed game time is 60.00 seconds
    • Conditions
    • Actions
      • Trigger - Turn on Running Periodic <gen>
      • Trigger - Run GUI TRIGGER <gen> (ignoring conditions)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of players in HasntPicked) Equal to 0
        • Then - Actions
        • Else - Actions
          • Player Group - Pick every player in HasntPicked and do (Actions)
            • Loop - Actions
              • Game - Defeat (Picked player) with the message: Took too long!
              • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to (Picked player))) and do (Actions)
                • Loop - Actions
                  • Unit - Remove (Picked unit) from the game
              • Player Group - Remove (Picked player) from HasntPicked

Trigger:
  • Running Periodic
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Trigger - Run GUI TRIGGER <gen> (ignoring conditions)

Trigger:
  • GUI TRIGGER
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 0 to 9, 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 Type = Crow
              • Set Amount = 4
              • Set TempLoc = (Center of SpawnRegions[(Integer A)])
              • Set Facing = 180.00
              • Set Owner = Player 12 (Brown)
              • Unit - Create Amount Type for Owner at TempLoc facing Facing degrees
              • Set Type = Elder Dragon
              • Set Amount = 1
              • Unit - Create Amount Type for Owner at TempLoc facing Facing degrees
              • Custom script: call RemoveLocation(udg_TempLoc)
            • Else - Actions

And these give me a critical error somehow.

Now my second question

When I spawn units, I use the players start location, and its like it picks a random start location, because they always spawn elsewhere, and I don't know why. Any ideas?
 

HydraRancher

Truth begins in lies
Reaction score
197
When I spawn units, I use the players start location, and its like it picks a random start location, because they always spawn elsewhere, and I don't know why. Any ideas?

Make sure you tick "Fixed Player Settings" and force them to use their start locations.
 

BlackRose

Forum User
Reaction score
239
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Number of players in HasntPicked) Equal to 0
    • Then - Actions
    • Else - Actions
      • Player Group - Pick every player in HasntPicked and do (Actions)
        • Loop - Actions
          • Game - Defeat (Picked player) with the message: Took too long!
          • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to (Picked player))) and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
          • Player Group - Remove (Picked player) from HasntPicked


You're doing all that in the Else - Actions? Do you actually need an if? If there is zero players, nothing will happen in the pick every player action. Wouldn't it be better to check if there is more than zero players anyways? Oh well.

Have you even bothered to attempt to debug it on your own? By perhaps disabling actions until you find it doesn't crash?
 

NeuroToxin

New Member
Reaction score
46
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Number of players in HasntPicked) Equal to 0
    • Then - Actions
    • Else - Actions
      • Player Group - Pick every player in HasntPicked and do (Actions)
        • Loop - Actions
          • Game - Defeat (Picked player) with the message: Took too long!
          • Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to (Picked player))) and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
          • Player Group - Remove (Picked player) from HasntPicked


You're doing all that in the Else - Actions? Do you actually need an if? If there is zero players, nothing will happen in the pick every player action. Wouldn't it be better to check if there is more than zero players anyways? Oh well.

Have you even bothered to attempt to debug it on your own? By perhaps disabling actions until you find it doesn't crash?

Yes I did try to debug, I removed the turn on running, I removed the run GUI Actions, I tried removing the pick players, nothing works, it crashes JUST at the 60 second mark, no where else, it runs normally until there, and those are the only triggers running at 60 seconds.
 

HydraRancher

Truth begins in lies
Reaction score
197
What type of crash? Fatal error?

If you turn off all those triggers, do you still get Fatal Error?
 

NeuroToxin

New Member
Reaction score
46
Fatal Error. And let me check.
Edit: No, No I don't. All the triggers seem to be fine though...
 

Solmyr

Ultra Cool Member
Reaction score
30
You're using invalid player indices. That's what crashes the game.

Change

Trigger:
  • For each (Integer A) from 0 to 9, do (Actions)

to

Trigger:
  • For each (Integer A) from 1 to 10, do (Actions)
 
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