I've suddenly started to have quite a few problems on my b-net map. Triggers are just sometimes not working properly. I keep getting "end of array" trigger errors when they really shouldn't be there and weren't there before. I noticed one specific trigger did not work correctly the first time, but then worked fine all subsequent times. Some work off-line rather than online. When I fix one, it seems like another one messes up. Are these signs that I have too much trigger script? I certainly have a ton. If Mafia has reached the limit I almost definitely have.
Where can I tell if I've reached the limit? And can I assume this is what is messing my game up if I'm not noticing any other reason why stuff is messing up?
You either save your map as components list, then one of components will be MapScript.galaxy, or you press Ctrl+F11 Copy-Paste existing script into .txt and then look at that .txt file size. So what's your script size?:D
Without the new debugger you are up shit creek without a paddle mate.
I am in the same boat, the Unit Dies trigger in Tofu, the one that is used when your hero dies, sometimes gets an end of array error even though it is coded "correctly" ... if it was happening every time I could fix it, but it happens maybe 5% of the time, and every fail safe I have put in has failed to stop it. All arrays are large enough to accomodate what I am using ... but yeah, without a new debugger I just gotta suck it up and try and put in even more fail safes.
My Mapscript.galaxy size is 358 KB. I have been compressing my map as I save it and I don't know if that makes a difference, though I don't think so.
That shouldn't be too big should it...? I've heard it's actually something like 2MB.
I've noticed that my triggers are generally screwing up some long ones, and aren't completing all of the actions. And it does not stop at a chunk of actions at the end it does not complete, but rather fails to execute certain ones.
I think the problem is now centered around a crucial Player Group array that I'm using...
Well speak of the devil I shot myself in the foot with the above comment. I figured out my problem this afternoon just by sheer dumb luck, the trigger was running twice instead of once because of the workaround we had to use prior to Patch 1.4 which has now been fixed. So removing the work around fixed the errors ... I knew it wasn't happening before 1.4 -_- ...
You need to script in a modular way, (in sections), where you can turn one part of the code off and narrow it down ... if you want you can send me the map and I can take a look at it, I probably don't have the time to fix it but I can at least point you into the right direction of figuring it out.
Yeah. It's been my experience that there's always some little thing I've done wrong or overlooked or some relic from something I changed before while not realizing side-effects. It's rarely something wrong with the editor or something. I fixed both the problems I had. The key is to not get too pissed off, and calmly comb through stuff.
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I've suddenly started to have quite a few problems on my b-net map. Triggers are just sometimes not working properly. I keep getting "end of array" trigger errors when they really shouldn't be there and weren't there before. I noticed one specific trigger did not work correctly the first time, but then worked fine all subsequent times. Some work off-line rather than online. When I fix one, it seems like another one messes up. Are these signs that I have too much trigger script? I certainly have a ton. If Mafia has reached the limit I almost definitely have.
Where can I tell if I've reached the limit? And can I assume this is what is messing my game up if I'm not noticing any other reason why stuff is messing up?
@Monictor: Go
You either save your map as components list, then one of components will be MapScript.galaxy, or you press Ctrl+F11 Copy-Paste existing script into .txt and then look at that .txt file size. So what's your script size?:D
Without the new debugger you are up shit creek without a paddle mate.
I am in the same boat, the Unit Dies trigger in Tofu, the one that is used when your hero dies, sometimes gets an end of array error even though it is coded "correctly" ... if it was happening every time I could fix it, but it happens maybe 5% of the time, and every fail safe I have put in has failed to stop it. All arrays are large enough to accomodate what I am using ... but yeah, without a new debugger I just gotta suck it up and try and put in even more fail safes.
@DuckyTheDuck: Go
My Mapscript.galaxy size is 358 KB. I have been compressing my map as I save it and I don't know if that makes a difference, though I don't think so.
That shouldn't be too big should it...? I've heard it's actually something like 2MB.
I've noticed that my triggers are generally screwing up some long ones, and aren't completing all of the actions. And it does not stop at a chunk of actions at the end it does not complete, but rather fails to execute certain ones.
I think the problem is now centered around a crucial Player Group array that I'm using...
Well speak of the devil I shot myself in the foot with the above comment. I figured out my problem this afternoon just by sheer dumb luck, the trigger was running twice instead of once because of the workaround we had to use prior to Patch 1.4 which has now been fixed. So removing the work around fixed the errors ... I knew it wasn't happening before 1.4 -_- ...
You need to script in a modular way, (in sections), where you can turn one part of the code off and narrow it down ... if you want you can send me the map and I can take a look at it, I probably don't have the time to fix it but I can at least point you into the right direction of figuring it out.
@DogmaiSEA: Go
Yeah. It's been my experience that there's always some little thing I've done wrong or overlooked or some relic from something I changed before while not realizing side-effects. It's rarely something wrong with the editor or something. I fixed both the problems I had. The key is to not get too pissed off, and calmly comb through stuff.