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    posted a message on Trigger action causing editor to crash. How to fix it?

    Thank you so much! I changed "Any units" to "living units" and it worked!

    Posted in: Triggers
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    posted a message on Game crashes after loading

    @s3rius: Go

    Thank you so much! I changed "Any units" to "living units" and it worked!

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Trigger action causing editor to crash. How to fix it?

    @progammer: Go

    I've just tried waiting 2 seconds and it will load fine, but as soon as the 2 seconds expire (in-game), the game will crash. Also, I've temporarily disabled the 3rd trigger for my tests but thanks for pointing it out :).

    Posted in: Triggers
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    posted a message on Trigger action causing editor to crash. How to fix it?

    I have three triggers:

    In trigger (2), the action "Variable - Set point_currentpillar = (Position of (Random Any unit from GROUP_MAZE_PILLAR_CELLS))"
    (colored red) is causing the game to crash during loading. If I disable it, the map will load properly. If enabled, it will cause the game to crash when loading. Any help as to why this is happening and how to fix it will be greatly appreciated (and feel free to point out any other errors if you see them :P).

    1)

    Grid Generation
        Events
            Game - Map initialization
        Local Variables
            A = 0.0 <Real>
            B = 0.0 <Real>
        Conditions
        Actions
            General - For each real A from 1.0 to 50.0 with increment 1.0, do (Actions)
                Actions
                    General - For each real B from 1.0 to 50.0 with increment 1.0, do (Actions)
                        Actions
                            Unit - Create 1 Supply Depot for player 1 at (Maze Start Point offset by ((2.0 * A), (2.0 * B))) using default facing (Ignore Placement)
                            Unit Group - Add (Last created unit) to GROUP_MAZE_ALL_CELLS
                            Unit Group - Add (Last created unit) to GROUP_MAZE_DELETE_CELLS
            Unit Group - Pick each unit in (Any units in (Region((Maze Start Point offset by (2.0, 2.0)), 1.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit Group - Add (Picked unit) to GROUP_MAZE_KEEP_CELLS
                    Unit Group - Remove (Picked unit) from GROUP_MAZE_DELETE_CELLS
            Trigger - Run Maze Generation  (Check Conditions, Don't Wait until it finishes)
    

    2)

    Maze Generation
        Events
        Local Variables
            A = 0.0 <Real>
            B = 0.0 <Real>
            point_currentpillar = No Point <Point>
            point_currentneighbor = No Point <Point>
        Conditions
        Actions
            General - For each real A from 1.0 to 4.0 with increment 1.0, do (Actions)
                Actions
                    Unit Group - Pick each unit in (Any units in (Region((Maze Start Point offset by 4.0 towards (4.0 * 90.0) degrees), 1.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Picked unit) is in GROUP_MAZE_ALL_CELLS) == true
                                Then
                                    Unit Group - Add (Picked unit) to GROUP_MAZE_PILLAR_CELLS
                                Else
            [color=red]Variable - Set point_currentpillar = (Position of (Random Any unit from GROUP_MAZE_PILLAR_CELLS))[color=red]
            Unit Group - Pick each unit in (Any units in (Region(point_currentpillar, 1.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit Group - Add (Picked unit) to GROUP_MAZE_KEEP_CELLS
                    Unit Group - Remove (Picked unit) from GROUP_MAZE_DELETE_CELLS
                    Unit Group - Remove (Picked unit) from GROUP_MAZE_PILLAR_CELLS
            General - For each real A from 1.0 to 4.0 with increment 1.0, do (Actions)
                Actions
                    Unit Group - Pick each unit in (Any units in (Region((Maze Start Point offset by 4.0 towards (4.0 * 90.0) degrees), 2.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Picked unit) is in GROUP_MAZE_KEEP_CELLS) == true
                                Then
                                    Unit Group - Add (Picked unit) to GROUP_MAZE_NEIGHBOR_CELLS
                                Else
            Unit Group - Pick each unit in (Any units in (Region((Point((((X of point_currentpillar) + (X of point_currentneighbor)) / 2.0), (((Y of point_currentpillar) + (Y of point_currentneighbor)) / 2.0))), 2.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at mos and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Picked unit) is in GROUP_MAZE_ALL_CELLS) == true
                        Then
                            Unit Group - Add (Picked unit) to GROUP_MAZE_CONDEMNED_CELLS
                        Else
            General - For each real A from 1.0 to 4.0 with increment 1.0, do (Actions)
                Actions
                    Unit Group - Pick each unit in (Any units in (Region((point_currentpillar offset by 4.0 towards (4.0 * 90.0) degrees), 2.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Picked unit) is in GROUP_MAZE_DELETE_CELLS) == true
                                Then
                                    Unit Group - Add (Picked unit) to GROUP_MAZE_PILLAR_CELLS
                                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Any units in GROUP_MAZE_PILLAR_CELLS) == 0
                Then
                    Trigger - Run Maze Generation  (Check Conditions, Don't Wait until it finishes)
                Else
                    Trigger - Run Maze Creation  (Check Conditions, Don't Wait until it finishes)
    

    3)

    Maze Creation
        Events
            Game - Map initialization
        Local Variables
            A = 0.0 <Real>
            unit = No Unit <Unit>
        Conditions
        Actions
            Unit Group - Pick each unit in GROUP_MAZE_DELETE_CELLS and do (Actions)
                Actions
                    Unit - Remove (Picked unit) from the game
            Unit Group - Pick each unit in GROUP_MAZE_CONDEMNED_CELLS and do (Actions)
                Actions
                    Unit - Remove (Picked unit) from the game
            General - For each real A from 1.0 to 25.0 with increment 1.0, do (Actions)
                Actions
                    Variable - Set unit = (Random Any unit from GROUP_MAZE_ALL_CELLS)
                    Unit - Remove unit from the game
                    Unit Group - Remove unit from GROUP_MAZE_ALL_CELLS
    
    Posted in: Triggers
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