Not really a bug report or feedback, this was just something i wanted to post so other people with the same experience can fix their problem. If this didnt seems to be a right place, just move it.
This was a problem regarding "trigger error: Execution take too long". To my knowledge this was an error to detect infinite loop. For eg: When a loop have run repeatedly passed a certain big number without finishing, sc2 trigger considered it an infinite loop and terminate it.
Test this trigger in your map and find out that magic number yourself
The final number you get before error is 370366, which is about the maximum number of loop execution you can do in ANY map. I figured out this limit in my board-style map of 20x20 when it have to run over it twice for each number A ( about A x 20x20x20x20 = A x 160000 loop )
To map developer: If you ever find yourself in this error, try to calculate number of loops your trigger is executing and try to reduce efficiently
To GE developer: This number with me seems unrealistically low for even just a semi-complex board game ( like my example ) Just some feedbacks to hope it get increased
Not really a bug report or feedback, this was just something i wanted to post so other people with the same experience can fix their problem. If this didnt seems to be a right place, just move it.
This was a problem regarding "trigger error: Execution take too long". To my knowledge this was an error to detect infinite loop. For eg: When a loop have run repeatedly passed a certain big number without finishing, sc2 trigger considered it an infinite loop and terminate it.
Test this trigger in your map and find out that magic number yourself
The final number you get before error is 370366, which is about the maximum number of loop execution you can do in ANY map. I figured out this limit in my board-style map of 20x20 when it have to run over it twice for each number A ( about A x 20x20x20x20 = A x 160000 loop )
To map developer: If you ever find yourself in this error, try to calculate number of loops your trigger is executing and try to reduce efficiently
To GE developer: This number with me seems unrealistically low for even just a semi-complex board game ( like my example ) Just some feedbacks to hope it get increased
I just redo what you have done, the only change was instead of a while I used repeater forever.
I got to 344827
@JacobNielsen: Go
Functioning as intended. It breaks because you have no wait in the thread.
Well don't forget those are mainly multiplayer maps , blizz probably don't want people to desync due the lag