The problem is unusual, but I need to solve it somehow to get my map work properly. When loading a map throws errors in the four triggers. Their desactivating does not change anything - throw in the next four. Completely random. I have several triggers that operate on the principle of "unit entered in the range of 500 from the center of the map" (so just something like "unit moves across the map"). If you throw a few of that triggers (no matter which!) - Error messages do not appear!
This led me to conclude that the problem probably lies in the memory or in the number of operations that the computer must perform per second on the start of the map. If replacing these triggers with a three, but "on their operating range," - errors still occur (so I only minimalize their number). If in the "Events," to these triggers I add also "elapsed time" - it does not matter. Error messages still appear on the start of the map (so I'ts looks like a problem with loading triggers not their work).
What's interesting - apart from the rest of the messages the whole system seems to work so I really need help, just do not know what to think and how to deal with it.
It looks like the error is: "too many threads" in one of the functions (this central, which have a range on whole map) (I'm not sure that I good translate from polish)
Perhaps solved the problem after debug - in theory it should probably be more clogged memory but yet - I replaced the "whole map's trigger" with mechanism that selects at random from the entire map 100 units every 3 seconds and it works. It works, do not actually lagging so... probably succeeded. :)
When this trigger starts running it neeeds 100 seconds to finish. But because the trigger starts again every 0.01 seconds you quickly get a lot of instances of this trigger. That instance closes after the 100 seconds, but until the first instance closes the game would create 100/0.01 = 10,000 instances.
And Starcraft can only handle 1024 :)
So if you have more than 1024 instances of triggers ( = all instances of all triggers together) you'll get errors.
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The problem is unusual, but I need to solve it somehow to get my map work properly. When loading a map throws errors in the four triggers. Their desactivating does not change anything - throw in the next four. Completely random. I have several triggers that operate on the principle of "unit entered in the range of 500 from the center of the map" (so just something like "unit moves across the map"). If you throw a few of that triggers (no matter which!) - Error messages do not appear! This led me to conclude that the problem probably lies in the memory or in the number of operations that the computer must perform per second on the start of the map. If replacing these triggers with a three, but "on their operating range," - errors still occur (so I only minimalize their number). If in the "Events," to these triggers I add also "elapsed time" - it does not matter. Error messages still appear on the start of the map (so I'ts looks like a problem with loading triggers not their work).
What's interesting - apart from the rest of the messages the whole system seems to work so I really need help, just do not know what to think and how to deal with it.
test your map in window mode with debug window open and tell us what the error messages are
@b0ne123: Go
It looks like the error is: "too many threads" in one of the functions (this central, which have a range on whole map) (I'm not sure that I good translate from polish)
Perhaps solved the problem after debug - in theory it should probably be more clogged memory but yet - I replaced the "whole map's trigger" with mechanism that selects at random from the entire map 100 units every 3 seconds and it works. It works, do not actually lagging so... probably succeeded. :)
"too many threads" means your map had too many triggers running at once.
If you have a trigger like this, for example:
When this trigger starts running it neeeds 100 seconds to finish. But because the trigger starts again every 0.01 seconds you quickly get a lot of instances of this trigger. That instance closes after the 100 seconds, but until the first instance closes the game would create 100/0.01 = 10,000 instances.
And Starcraft can only handle 1024 :)
So if you have more than 1024 instances of triggers ( = all instances of all triggers together) you'll get errors.