I've been browsing these forums and other sites for the answer. This bug is bad. It's been around for 2-3 weeks, lurking, in my map.
I resolved the error of the 16th player (0 min, 15 max) by adding a condition "!=player 16" in the trigger. But the bug still happens, this time without an error popping up.
Bug defined: When a warp gate controlled by the Ai attempts to warp in a zealot or stalker, during intense battles happening elsewhere in the map, the zealot or stalker is warped, and killed in less than a second, and a new one warps in its place. This happens infinitely for about 2-3 minutes. (You see a constant explosion next to the warp gate).
The bug is found in a trigger. The trigger itself uses maybe 10 if then else statements connected to each other, one after another. I was thinking the problem was performance. Maybe I have so much going on that the game cannot handle this trigger. I read somewhere that the 16th player error means the trigger is doing too much. Suggestions? Hopefully I was clear.
Edit: Here is how the trigger works:
if unit is probe
then do this
else
if unit is collosus
then do that
else
if unit is....
etc etc for every single "melee" protoss unit.
Use a switch instead of multilayer if-then-else. That will clean the code and ease up the bug finding. Try disabling some actions, which can stop the looping of the create/kill.
ooo a switch. I'm familiar with those in other languages. I'll start by searching "switch" in the editor, and google. Thankyou. If there are any other strategies to find the bug, I'd love to hear them xd.
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I've been browsing these forums and other sites for the answer. This bug is bad. It's been around for 2-3 weeks, lurking, in my map.
I resolved the error of the 16th player (0 min, 15 max) by adding a condition "!=player 16" in the trigger. But the bug still happens, this time without an error popping up.
Bug defined: When a warp gate controlled by the Ai attempts to warp in a zealot or stalker, during intense battles happening elsewhere in the map, the zealot or stalker is warped, and killed in less than a second, and a new one warps in its place. This happens infinitely for about 2-3 minutes. (You see a constant explosion next to the warp gate).
The bug is found in a trigger. The trigger itself uses maybe 10 if then else statements connected to each other, one after another. I was thinking the problem was performance. Maybe I have so much going on that the game cannot handle this trigger. I read somewhere that the 16th player error means the trigger is doing too much. Suggestions? Hopefully I was clear.
Edit: Here is how the trigger works: if unit is probe then do this else if unit is collosus then do that else if unit is.... etc etc for every single "melee" protoss unit.
Maybe this is inefficient, and causing errors
Use a switch instead of multilayer if-then-else. That will clean the code and ease up the bug finding. Try disabling some actions, which can stop the looping of the create/kill.
ooo a switch. I'm familiar with those in other languages. I'll start by searching "switch" in the editor, and google. Thankyou. If there are any other strategies to find the bug, I'd love to hear them xd.