I have this bug in my map where the trigger event "Unit Enters Region" just doesn't fire for the most recent shapes I added to a region. I spent hours trying to figure out what the hell is going on, finally I tried just taking those shapes out of the giant region of 50+ merged shapes, and viola, it works...???
Got no error message or anything when building the regions, it just stopped working? Is something else going on here or is this really how the editor works, and if so, wtf!?
Welcome to galaxy, had a issue with large trigger once that after 100 lines in refused to set variables. had to split it into functions.
@Scbroodsc2: Go has a possible solution, but there are many other work around usually. for example, If your trying to mark a cliff area, you can use height instead. making a code that looks for a unit in a sloppy region who height is now 2. I would assume that you have defined method for placing complex region and many times there is a way to express this in triggers.
Merging too many regions should be avoided because the resulting shapes will get more and more complex.
As an example, the random point in region function has a certain chance to fail and return 0,0 if the region shape is too complex. I dont have any experience with the unit enters region event and region merging, but I didnt notice any issues with it myself yet. That said, I cant remember combining 50 regions into one, ever.
If you can clearly reproduce the issue and prove that its related only to the amount of regions merged (or the complexity of the resulting shape) then I would suggest writing a detailed bug report for Blizzard.
Merging too many regions should be avoided because the resulting shapes will get more and more complex.
As an example, the random point in region function has a certain chance to fail and return 0,0 if the region shape is too complex. I dont have any experience with the unit enters region event and region merging, but I didnt notice any issues with it myself yet. That said, I cant remember combining 50 regions into one, ever.
If you can clearly reproduce the issue and prove that its related only to the amount of regions merged (or the complexity of the resulting shape) then I would suggest writing a detailed bug report for Blizzard.
It's very clearly directly a cause of the number of shapes... it's right around 50. Split up my regions into two regions (which was a pain in the ass) and it worked perfectly, literally changed nothing else.
Yeah the limit is 50. Shapes 51 and onwards are not detectable with triggers. Like you I figured that out the hard way, haha. I should probably submit a bug report.
As an example, the random point in region function has a certain chance to fail and return 0,0 if the region shape is too complex.
On that note, if you only use positive shapes in a region, the random point in region function never fails, even with 50 shapes. (At least, I've never seen it fail).
Negative shapes, however, are the bane of that function.
Yeah the limit is 50. Shapes 51 and onwards are not detectable with triggers. Like you I figured that out the hard way, haha. I should probably submit a bug report.
On that note, if you only use positive shapes in a region, the random point in region function never fails, even with 50 shapes. (At least, I've never seen it fail). Negative shapes, however, are the bane of that function.
Thanks Delta!
If you happen to check this again, or anyone else knows... Is there a maximum total number of regions in a map before trigger events stop firing? My map is getting a ton of regions and I'm getting worried now, heh.
Its not about the total number of regions, but the number of shapes defining a region.
You say that as if I weren't clearly asking an entirely separate question; nonetheless, I will assume that you are saying I can have as many regions as I want in my map and nothing will break.
Im not aware of any limitations regarding region count, that said I also wasnt aware of the unit enters region event breaking with too many shapes, so...
If you are using a ridiculously high region count then it might be a good idea to think of a better concept for solving the problem anyways.
I have this bug in my map where the trigger event "Unit Enters Region" just doesn't fire for the most recent shapes I added to a region. I spent hours trying to figure out what the hell is going on, finally I tried just taking those shapes out of the giant region of 50+ merged shapes, and viola, it works...???
Got no error message or anything when building the regions, it just stopped working? Is something else going on here or is this really how the editor works, and if so, wtf!?
Well, that's interesting but to "solve" your problem just use 2 different regions and in the condition add an Or -> region 1 -> region 2.
Working on projects:
Welcome to galaxy, had a issue with large trigger once that after 100 lines in refused to set variables. had to split it into functions.
@Scbroodsc2: Go has a possible solution, but there are many other work around usually. for example, If your trying to mark a cliff area, you can use height instead. making a code that looks for a unit in a sloppy region who height is now 2. I would assume that you have defined method for placing complex region and many times there is a way to express this in triggers.
Merging too many regions should be avoided because the resulting shapes will get more and more complex.
As an example, the random point in region function has a certain chance to fail and return 0,0 if the region shape is too complex. I dont have any experience with the unit enters region event and region merging, but I didnt notice any issues with it myself yet. That said, I cant remember combining 50 regions into one, ever.
If you can clearly reproduce the issue and prove that its related only to the amount of regions merged (or the complexity of the resulting shape) then I would suggest writing a detailed bug report for Blizzard.
It's very clearly directly a cause of the number of shapes... it's right around 50. Split up my regions into two regions (which was a pain in the ass) and it worked perfectly, literally changed nothing else.
Hey Entity. :)
Yeah the limit is 50. Shapes 51 and onwards are not detectable with triggers. Like you I figured that out the hard way, haha. I should probably submit a bug report.
On that note, if you only use positive shapes in a region, the random point in region function never fails, even with 50 shapes. (At least, I've never seen it fail). Negative shapes, however, are the bane of that function.
Thanks Delta!
If you happen to check this again, or anyone else knows... Is there a maximum total number of regions in a map before trigger events stop firing? My map is getting a ton of regions and I'm getting worried now, heh.
Its not about the total number of regions, but the number of shapes defining a region.
You say that as if I weren't clearly asking an entirely separate question; nonetheless, I will assume that you are saying I can have as many regions as I want in my map and nothing will break.
Im not aware of any limitations regarding region count, that said I also wasnt aware of the unit enters region event breaking with too many shapes, so...
If you are using a ridiculously high region count then it might be a good idea to think of a better concept for solving the problem anyways.