So i filled the game with bots, then I loaded it so make sure its a full house bug. It was
Then i GUTTED IT, all triggers gone. NOT FIXED
THEN I GUTTED IT: All variants gone: NOT FIXED
THEN I GUTTED IT! All attributes and custom images and imports gone!: NO FIX!
THEN I GUTTED OTHER SHIT!. Took out ALL the points in my map: WORKED!
This meant that there was a problem with a point in the map. Tried some points, found it. Had to do with player start locations. Not sure what it was, but i deleted all of them and then tested the map online with a full house, WORKED.
The thing is, I don't think it can be a trigger. None of my triggers fire off at map initialization, therefore its not pre-loading anything and hasn't tried any of the triggers. If it were a trigger it would shut out our game after we all loaded (am i right?). Imported are a few icons, a short song, and a loading screen, so It cant be any of these.
Hi guys. Haven't been here for a while, but I know I can count on you for anything :)
My map Merchants RPG is starting to get popular again after my recent update.
Problem is, my full house bug still exists and because Blizz auto starts a map with a full house (no way to stop it, and no way to kick the last player) everyone crashes before they can play.
This has existed ever since my first release and its very irritating and very hard to find the source of the error.
Here are all the details I can give you:
With a house that is almost full (just missing a single player) the map starts fine with no error messages or loading issues (great!)
With a full house the map loads and stops loading about half way (the loading bar) could be different for others, but this is where it stops for me.
Things I have tried:
-Reducing the amount of maximum players (did nothing, when it filled up to max, even though less players in total, it still freezes)
-Adding a AI to take the last spot (does nothing as above)
-Remove all map initialization triggers (set all to start with a game time trigger instead, still fails to load)
Im really at a loss, im here because I'm hoping you guys can throw out some suggestions. My map popularity is going to go right back down if people cant play a full house.
LinkD!! Good catch, geez', I'm glad i re-posted the trigger, there needs to be a point system of something here, good eye man!
As far as changing the trigger goes, just tried it with "damaging unit" and I get the same trigger error
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Trying to access an element past the end of an array
Here's the new code
ConjureFireballDamageEventsUnit-AnyUnittakesFatalorNon-FatalSpelldamage(fromEthereal-ConjureFireball(Level1)(FakeDamage)effects)LocalVariablesConditions(Triggeringdamageamount)==0.0ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditionsLevelofConjureFireball[(Ownerof(Damagingunit))]==1LevelofConjureFireball[(Ownerof(Damagingunit))]==2ThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelofConjureFireball[(Ownerof(Damagingunit))]==1ThenUI-Display"Fireball is Level 01"for(Allplayers)toSubtitleareaEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(2RealDamage)on(Triggeringunit)from(Damagingunit)with0.0extradamageUnitGroup-Pickeachunitin(Anyunitsin(Region((Positionof(Triggeringunit)),1.2))ownedbyplayer13matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(2RealDamage)on(Pickedunit)from(Damagingunit)with0.0extradamageGeneral-Wait2.0GameTimesecondsUI-Display" "for(Allplayers)toSubtitleareaElseUI-Display"FIREBALL IS <c "for(Allplayers)toSubtitleareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelofConjureFireball[(Ownerof(Damagingunit))]==2ThenUI-Display"Fireball is Level 02"for(Allplayers)toSubtitleareaEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(5RealDamage)on(Triggeringunit)from(Damagingunit)with0.0extradamageUnitGroup-Pickeachunitin(Anyunitsin(Region((Positionof(Triggeringunit)),1.2))ownedbyplayer13matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(5RealDamage)on(Pickedunit)from(Damagingunit)with0.0extradamageGeneral-Wait2.0GameTimesecondsUI-Display" "for(Allplayers)toSubtitleareaElseUI-Display"FIREBALL IS <c "for(Allplayers)toSubtitleareaElseUI-Display"FIREBALL IS <c "for(Allplayers)toSubtitlearea
I have a question, when the error pops up or when the shot doesn't give me a "fireball is level one" nothing actually happens. I mean, shouldn't my trigger cause the game to always say one of the following: "Fireball is level 1" "Fireball is not level 1" "Fireball is level 2" "Fireball is not level 2" "Fireball is neither level 1 or level 2" I mean I added those actions into the "else" categories yet i occasionally get a blank attack that does 0 damage and no chat message.
I tried your method (smart by the way, i don't know why i went around in a circle like that to get the player number)
However im still getting an error.
Now it says:
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Trying to access an element past the end of an array
Here's my code edited, notice I added a line in the "else" to say that fireball is neither level 1 or level 2, Not level 1, or not level 2. The game occasionally returned a message saying "Fireball is not level 2" and that's when it does no damage (it gives the trigger error code at random times). I'm pretty much really lost on this one.
ConjureFireballDamageEventsUnit-AnyUnittakesFatalorNon-FatalSpelldamage(fromEthereal-ConjureFireball(Level1)(FakeDamage)effects)LocalVariablesConditions(Triggeringdamageamount)==0.0ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditionsLevelofConjureFireball[(Ownerof(Triggeringunit))]==1LevelofConjureFireball[(Ownerof(Triggeringunit))]==2ThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelofConjureFireball[(Ownerof(Triggeringunit))]==1ThenUI-Display"Fireball is Level 01"for(Allplayers)toSubtitleareaEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(2RealDamage)on(Triggeringunit)from(Damagingunit)with0.0extradamageUnitGroup-Pickeachunitin(Anyunitsin(Region((Positionof(Triggeringunit)),1.2))ownedbyplayer13matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(2RealDamage)on(Pickedunit)from(Damagingunit)with0.0extradamageGeneral-Wait2.0GameTimesecondsUI-Display" "for(Allplayers)toSubtitleareaElseUI-Display"FIREBALL IS <c "for(Allplayers)toSubtitleareaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelofConjureFireball[(Ownerof(Triggeringunit))]==2ThenUI-Display"Fireball is Level 02"for(Allplayers)toSubtitleareaEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(5RealDamage)on(Triggeringunit)from(Damagingunit)with0.0extradamageUnitGroup-Pickeachunitin(Anyunitsin(Region((Positionof(Triggeringunit)),1.2))ownedbyplayer13matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(5RealDamage)on(Pickedunit)from(Damagingunit)with0.0extradamageGeneral-Wait2.0GameTimesecondsUI-Display" "for(Allplayers)toSubtitleareaElseUI-Display"FIREBALL IS <c "for(Allplayers)toSubtitleareaElseUI-Display"FIREBALL IS <c "for(Allplayers)toSubtitlearea
Also another thing to note: The integer "Level of Fireball" is an integer array of 13, and its default is set to 1
I changed: Level of Conjure Fireball[(Player (Owner of (Damaging unit)) from Human Players)] == 1
To: Level of Conjure Fireball[(Player (Owner of (Damaging unit)) from All Players)] == 1
And I no longer get the "Negative array indexes not supported" Error. Instead I now get:
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Trying to access an element past the end of an array
Any ideas?
(Human players was a player group that was created with all active human players at the start of the map, I had a testing mode trigger that added player 1 to Human players at map initiation)
Hi guys. I have a hero who shoots out a fireball. That fireball flies until it hits a unit, upon doing so, either hitting the target or an innocent bystander, deals "fake damage" then a trigger gets notified of that "fake damage" and dishes out "real damage" to that unit and all units around to resemble being hit by a ball of fire. The reason I did this is to be able to level up the skill for the hero.
My issue is that occasionally the game will spit out:
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Negative array indexes not supported
I have the game say "fireball lev 1" just so i know that the trigger ran for that shot, but when this error pops up no damage or text is given.
Here is the code for my trigger that it's returning
ConjureFireballDamageEventsUnit-AnyUnittakesFatalorNon-FatalSpelldamage(fromEthereal-ConjureFireball(Level1)(FakeDamage)effects)LocalVariablesConditions(Triggeringdamageamount)==0.0ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelofConjureFireball[(Player(Ownerof(Damagingunit))fromHumanPlayers)]==1ThenUI-Display"Fireball is Level 01"for(Allplayers)toSubtitleareaEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(2RealDamage)on(Triggeringunit)from(Damagingunit)with0.0extradamageUnitGroup-Pickeachunitin(Anyunitsin(Region((Positionof(Triggeringunit)),1.2))ownedbyplayer13matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(2RealDamage)on(Pickedunit)from(Damagingunit)with0.0extradamageGeneral-Wait2.0GameTimesecondsUI-Display" "for(Allplayers)toSubtitleareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfLevelofConjureFireball[(Player(Ownerof(Damagingunit))fromHumanPlayers)]==2ThenUI-Display"Fireball is Level 02"for(Allplayers)toSubtitleareaEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(5RealDamage)on(Triggeringunit)from(Damagingunit)with0.0extradamageUnitGroup-Pickeachunitin(Anyunitsin(Region((Positionof(Triggeringunit)),1.2))ownedbyplayer13matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)ActionsEnvironment-DealdamageusingEthereal-ConjureFireball(Level1)(5RealDamage)on(Pickedunit)from(Damagingunit)with0.0extradamageGeneral-Wait2.0GameTimesecondsUI-Display" "for(Allplayers)toSubtitleareaElse
Any ideas? I can post the Fireball ability code if needed as well.
Hey TECGhost, I really wanna use this type of trigger in my map to detect my hero's attack. Its currently shooting a normal fireball as its basic attack which moves slowly toward the enemy, my issue is that once the unit is dead my hero has another 2 fireballs flying into empty space, i figured i could make use of them by adding a collision detection trigger like you have here.
If you don't want to explain the trigger that's fine I'll figure out how it functions with time, but my concern is your "position of Missles[I]" part of the code. How did you obtain that unit-group/form it? There should be more to your trigger...right?
Thank you guys for the nice detailed responses. Tomorrow (or in, eh 10 or so hours when i get home from school) ill give both of your well thought out suggestions a try and report back.
In my map Merchants RPG, I have 9 heroes, 3 merchants, and one evil (bot). I've noticed that when my map gets full (12/12 human players) the map goes to load but gets frozen and everyone is forced to alt-f4 out of SC2. If i start the round before the lobby is full, say when its 11/12 or 10/12 the freeze doesn't occur. I'll admit my map takes a while to load even when it is with 11/12 but its a pretty large map. The "size" of the map doesn't even come to half the allotted size on the publish screen when uploading though.
Any ideas how to fix this? It's really a pain for people playing my map.
0
FIXED IT!
So i filled the game with bots, then I loaded it so make sure its a full house bug. It was
Then i GUTTED IT, all triggers gone. NOT FIXED THEN I GUTTED IT: All variants gone: NOT FIXED THEN I GUTTED IT! All attributes and custom images and imports gone!: NO FIX! THEN I GUTTED OTHER SHIT!. Took out ALL the points in my map: WORKED!
This meant that there was a problem with a point in the map. Tried some points, found it. Had to do with player start locations. Not sure what it was, but i deleted all of them and then tested the map online with a full house, WORKED.
Common sense fix that you guys let me to, thanks.
0
The thing is, I don't think it can be a trigger. None of my triggers fire off at map initialization, therefore its not pre-loading anything and hasn't tried any of the triggers. If it were a trigger it would shut out our game after we all loaded (am i right?). Imported are a few icons, a short song, and a loading screen, so It cant be any of these.
Any other ideas?
0
I think it has to do with variants maybe. What if i post pictures of all my variants and stuff? I'll try that.
I really, REALLY don't want to post my map. Nor will I. I posted a previous map and it was hijacked in a month. Not worth it.
Let me know if you guys see anything fishy here.
0
Hi guys. Haven't been here for a while, but I know I can count on you for anything :)
My map Merchants RPG is starting to get popular again after my recent update.
Problem is, my full house bug still exists and because Blizz auto starts a map with a full house (no way to stop it, and no way to kick the last player) everyone crashes before they can play.
This has existed ever since my first release and its very irritating and very hard to find the source of the error.
Here are all the details I can give you:
With a house that is almost full (just missing a single player) the map starts fine with no error messages or loading issues (great!) With a full house the map loads and stops loading about half way (the loading bar) could be different for others, but this is where it stops for me.
Things I have tried:
-Reducing the amount of maximum players (did nothing, when it filled up to max, even though less players in total, it still freezes) -Adding a AI to take the last spot (does nothing as above) -Remove all map initialization triggers (set all to start with a game time trigger instead, still fails to load)
Im really at a loss, im here because I'm hoping you guys can throw out some suggestions. My map popularity is going to go right back down if people cant play a full house.
Suggestions? Ideas? Thank you
-ViG
0
@LinkD: Go
LinkD!! Good catch, geez', I'm glad i re-posted the trigger, there needs to be a point system of something here, good eye man!
As far as changing the trigger goes, just tried it with "damaging unit" and I get the same trigger error
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Trying to access an element past the end of an array
Here's the new code
I have a question, when the error pops up or when the shot doesn't give me a "fireball is level one" nothing actually happens. I mean, shouldn't my trigger cause the game to always say one of the following: "Fireball is level 1" "Fireball is not level 1" "Fireball is level 2" "Fireball is not level 2" "Fireball is neither level 1 or level 2" I mean I added those actions into the "else" categories yet i occasionally get a blank attack that does 0 damage and no chat message.
Thanks for the continuing help,
0
Thanks for the reply LinkD
I tried your method (smart by the way, i don't know why i went around in a circle like that to get the player number)
However im still getting an error.
Now it says:
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Trying to access an element past the end of an array
Here's my code edited, notice I added a line in the "else" to say that fireball is neither level 1 or level 2, Not level 1, or not level 2. The game occasionally returned a message saying "Fireball is not level 2" and that's when it does no damage (it gives the trigger error code at random times). I'm pretty much really lost on this one.
Also another thing to note: The integer "Level of Fireball" is an integer array of 13, and its default is set to 1
Thanks
-ViG
0
Edit: I've been messing around with the trigger.
I changed:
Level of Conjure Fireball[(Player (Owner of (Damaging unit)) from Human Players)] == 1
To:
Level of Conjure Fireball[(Player (Owner of (Damaging unit)) from All Players)] == 1
And I no longer get the "Negative array indexes not supported" Error. Instead I now get:
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Trying to access an element past the end of an array
Any ideas?
(Human players was a player group that was created with all active human players at the start of the map, I had a testing mode trigger that added player 1 to Human players at map initiation)
0
Hi guys. I have a hero who shoots out a fireball. That fireball flies until it hits a unit, upon doing so, either hitting the target or an innocent bystander, deals "fake damage" then a trigger gets notified of that "fake damage" and dishes out "real damage" to that unit and all units around to resemble being hit by a ball of fire. The reason I did this is to be able to level up the skill for the hero.
My issue is that occasionally the game will spit out:
TriggerErrorin
'gt_ConjureFireballDamage_Func':
Negative array indexes not supported
I have the game say "fireball lev 1" just so i know that the trigger ran for that shot, but when this error pops up no damage or text is given.
Here is the code for my trigger that it's returning
Any ideas? I can post the Fireball ability code if needed as well.
As always, thanks for the assistance.
0
(Edited cauuuussseeeee' i figured it out, works now. Thanks Vexal!)
0
Hi Vexal, thanks for the reply!
So i was looking through the behavior tab, and realized I don't know how to make a behavior with a periodic search effect. Could you elaborate please?
Hoping it isn't terribly complicated, ill keep searching around and trying things out. Thanks.
0
Rise from the grave, i am in need of assistance.
Hey TECGhost, I really wanna use this type of trigger in my map to detect my hero's attack. Its currently shooting a normal fireball as its basic attack which moves slowly toward the enemy, my issue is that once the unit is dead my hero has another 2 fireballs flying into empty space, i figured i could make use of them by adding a collision detection trigger like you have here.
If you don't want to explain the trigger that's fine I'll figure out how it functions with time, but my concern is your "position of Missles[I]" part of the code. How did you obtain that unit-group/form it? There should be more to your trigger...right?
Thanks for the help
0
Hey guys ; (
So i went through and changed ALL of my triggers to start only after like .1 and 1 and 5 seconds of map time, so NOTHING is at map initiation.
No luck, full house crashes
Turned off map preloading in settings
No luck full house crashes
I cant try the trigger debug because i never actually get into the game to see the error messages when its full
Someone once mentioned that while loading, the map took up 2 gigs of memory then crashed. Would that have anything to do with it?
Any other ideas on how i can trouble shoot this thing? I feel really bad when people trying to play my map freeze all the time, really turns em off.
thanks for the help
-ViG
0
Thank you guys for the nice detailed responses. Tomorrow (or in, eh 10 or so hours when i get home from school) ill give both of your well thought out suggestions a try and report back.
0
hi thanks for reading and hopefully helping.
In my map Merchants RPG, I have 9 heroes, 3 merchants, and one evil (bot). I've noticed that when my map gets full (12/12 human players) the map goes to load but gets frozen and everyone is forced to alt-f4 out of SC2. If i start the round before the lobby is full, say when its 11/12 or 10/12 the freeze doesn't occur. I'll admit my map takes a while to load even when it is with 11/12 but its a pretty large map. The "size" of the map doesn't even come to half the allotted size on the publish screen when uploading though.
Any ideas how to fix this? It's really a pain for people playing my map.
thanks,
-ViG
0
Its day 6, I'm still stranded with the issue, as I'm sure others like myself are.
Any help / ideas appreciated.