WC Crashes

Cloud_FF

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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.
 
hm, i guess you have an infinitive loop somewhere, e.g. a tigger thats executing himself.

your example shouldnt be the problem but maybe some other trigger (if the last 2 conditions arent in the Or - block), did you try disabling one trigger after another to find out which one is causing the problem?

you could try something like this to improve teh code, but actually yours should work fine as well
Code:
Event:
-Unit - A unit Acquires and item
Condition:
((Triggering Unit) has item type Old Metal Boots) Equal to True
((Triggering Unit) has item type Multi Functional Polusher) Equal to True
Actions:
-Trigger Disable (This Trigger)
-Item - Remove (Item carried by (Triggering unit) of type Old Metal Boots)
-Hero - Create Shiny Old Boots and give it to (Triggering unit)
-Trigger enable (This Trigger)
 
[del]Thats because everytime your hero has an item, and you have the Polisher, you are being given boots (which, in turn, trigger your event).

All your conditions are in an Or block. You only need the first 2 conditions (hero has item A, hero has item B) and they must both be true.[/del]

EDIT: Ugh... please put that code into code tags, it's hard to tell what is/isn't in the Or block

Try disabling and re-enabling your triggers one-by-one and see when it stops/starts crashing
 
This will literally take me 1 day since the map is 4,6 MB and takes a while to load. And there are 400-500 triggers.
 
No I don't get boots when I have a polisher. All my Item triggers execute correctly as they are. There are no miss created items, nor items that are not created. In this case the polisher just remains there and when and only then when the old boots appear the new ones are created.

P.S. How do I put it in code?

P.S. 2 The game crashes when I leave it roll without using those triggers. Just leaving the attackers attack and run along. I ran a specific test without using the heroes at all.
 
Code:
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)
 
I'll first run tests with all drops disabled then a test with all recipes disabled then I'll turn all on and do the On/Off trigger suggestion.
 
Well I did the tests, the problem is not in the Item-related triggers (drop, uses, combinations). So I need to find where the problem is.

The other set of triggers are triggers related to creating heroes and setting the levels of spells (which are upgrade-learned).
There are triggers which make units cast spells when they are created. For example a Frozen Minion is summoned and it is ordered to cast "Frost Armor".
There are time related triggers. Every 5 mins the rank of an ability for all enemy units is increased by 1.
There is a trigger which uses "Pick all players and do Actions'' (Bounty on for picked player).
There are triggers which "Pick all units and do Actions".
There are triggers related to "Unit comes within range of Unit".
 
Upload your map to a file sharing site, then post the link. We'll help you with it, just as long as our computers are faster than yours.
 
By the looks of it, you need to wait.

Try RapidShare or MegaUpload or FileFront, if you're desperate.

Those are good.
 
*Link Removed*

Please do not steal the map. I've worked on it for half an year (not every day, but when I feel like) and I've put a lot of effort in it. Either way there are some important triggers which haven't been created yet.

I have tagged the triggers which I have tested as safe with an "OK" in the trigger category name.

The map isn't too complex, it just has a lot of imported files (icons mainly), the only possible lag points are when units are created for the first time. After that everything runs smoothly.
 
The map isn't too complex, it just has a lot of imported files (icons mainly), the only possible lag points are when units are created for the first time. After that everything runs smoothly.

Place those units in the map, and then after an elapsed time of 0 seconds, use a trigger to remove it in-game.

It's something other mapmakers done in the past to fix that lag point.
 
Well you have the map now, feel free to make edits and to note them somewhere so I'd know what has been changed.
 
Well either way, anyone have any ideas how to fix the "Pick All units"? Apparently it is a potential crash point.
 
Crash problem solved. The bugged trigger was one which animated a buff when a unit enters a rect.
 
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