Cloud_FF
New Member
- Reaction score
- 5
I know what ou think and I know what you're gonna say. I know the reasons for crashes and I did all that I found that can be done to prevent it but, had little effect.
Firstly I redid all the triggers involving unit movements with the _udg.... script removal for variables. Since there are 7 different paths and spawn locations I have 14 (one for the spawn trigger and one for the pathing triggers for each type) so that they don't mix up, considering the number of units moving along the map.
The thing is the game still crashes. There are also other triggers involving rolling of dice for a chance drop of different items, which appear at the position of the dead units. I use a separate variable there (DropPos) and a removal code (call RemoveLocation(udg_DropPos)).
There are also some triggers involving conditions (if a unit is dead or not) and they have custom varibales too.
Also there are vendor shops and Item Recipes, which are not custom scripted. Could they be the issue? If they are how can I fix them?
Example:
Event:
-Unit - A unit Acquires and item
Condition:
-Or - Any (Conditions) are true
--Conditions
---(Item-type of (Item being manipulated)) Equal to Old Metal Boots
---(Item-type of (Item being manipulated)) Equal to Multi Functional Polisher
--((Hero manipulation item) has item type Old Metal Boots) Equal to True
--((Hero manipulation item) has item type Multi Functional Polusher) Equal to True
Actions:
-Item - Remove (Item carried by (Triggering unit) of type Old Metal Boots)
-Hero - Create Shiny Old Boots and give it to (Triggering unit)
P.S. In this case the Polisher is not removed due to the fact that it's "Multi Functional" and it can be used many times.
Firstly I redid all the triggers involving unit movements with the _udg.... script removal for variables. Since there are 7 different paths and spawn locations I have 14 (one for the spawn trigger and one for the pathing triggers for each type) so that they don't mix up, considering the number of units moving along the map.
The thing is the game still crashes. There are also other triggers involving rolling of dice for a chance drop of different items, which appear at the position of the dead units. I use a separate variable there (DropPos) and a removal code (call RemoveLocation(udg_DropPos)).
There are also some triggers involving conditions (if a unit is dead or not) and they have custom varibales too.
Also there are vendor shops and Item Recipes, which are not custom scripted. Could they be the issue? If they are how can I fix them?
Example:
Event:
-Unit - A unit Acquires and item
Condition:
-Or - Any (Conditions) are true
--Conditions
---(Item-type of (Item being manipulated)) Equal to Old Metal Boots
---(Item-type of (Item being manipulated)) Equal to Multi Functional Polisher
--((Hero manipulation item) has item type Old Metal Boots) Equal to True
--((Hero manipulation item) has item type Multi Functional Polusher) Equal to True
Actions:
-Item - Remove (Item carried by (Triggering unit) of type Old Metal Boots)
-Hero - Create Shiny Old Boots and give it to (Triggering unit)
P.S. In this case the Polisher is not removed due to the fact that it's "Multi Functional" and it can be used many times.