Issues With Transformation (Still unresolved =/)
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Re: Issues With Transformation
It's more accurately "for the loss", but both are correct and interchangeable.
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Re: Issues With Transformation
I removed the cinematic. It sucked. xDAero wrote:Alright--Here is what I suggest.
Remove the camera locking and (or greatly shorten) the cinematic.
And instead of arrow keys, make the combo stuff abilities (And after a certain ability is casted x number of times, the "combo-finisher" ability appears sort of thing).
When you have all that done and you still have crash problems, I'll JASS it up for you.
I wont remove the camera lock for Sora cause of his attack trigger, and I wont remove the attack trigger and change it to abilities...cause I've seen that before, and I thought it sucked. =/
Also, now that I think about it, I'd rather you not JASS it up. 1. I want to learn from this + be able to reference it in the future, and 2. the trigger isn't done. I still have Final Form to put in. =/
However, if ANYONE has any idea on what the problem is, I'd gladly appreciate it. =)
Arabidnun, I think the problem lies with you setting xp to the second unit AFTER removing the first one. Once you remove the first unit, it does not exist, and therefore its exp does not exist. I'd reccommend storing the xp as a variable, or set xp before removing the unit.
Edit: Oh, and for those who want to help, I ran a couple of tests, and found what I initially assumed. The part of the coding that fatals the game is this:
For Valor:
Code: Select all
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SoraValor[(Player number of (Triggering player))] Not equal to No unit
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SoraValor[(Player number of (Triggering player))] Not equal to No unit
(Hero level of SoraValor[(Player number of (Triggering player))]) Less than 5
Then - Actions
For each (Integer A) from 1 to (Number of units in (Units in (Region centered at (Position of SoraValor[(Player number of (Triggering player))]) with size (400.00, 400.00)) owned by Player 12 (Brown))), do (Actions)
Loop - Actions
Hero - Add 4 experience to SoraValor[(Player number of (Triggering player))], Show level-up graphics
Item - Set the custom value of (Item carried by SoraValor[(Player number of (Triggering player))] of type Valor Form Experience) to ((Custom value of (Item carried by SoraValor[(Player number of (Triggering player))] of type Valor Form Experience)) + 4)
Else - Actions
Animation - Play SoraValor[(Player number of (Triggering player))]'s slam animation
Unit Group - Pick every unit in (Units in (Region centered at (Position of SoraValor[(Player number of (Triggering player))]) with size (400.00, 400.00)) owned by Player 12 (Brown)) and do (Unit - Cause SoraValor[(Player number of (Triggering player))] to damage (Picked unit), dealing (400.00 x ((Real((Hero level of SoraValor[(Player number of (Triggering player))]))) x (3.25 x (Real((Agility of SoraValor[(Player number of (Triggering player))]
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of SoraValor[(Player number of (Triggering player))]) offset by 200.00 towards (100.00 x (Real((Integer A)))) degrees) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.45 seconds
Else - Actions
Code: Select all
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SoraCombo[(Player number of (Triggering player))] Equal to 4
SoraMaster[(Player number of (Triggering player))] Not equal to No unit
Then - Actions
Set SoraCombo[(Player number of (Triggering player))] = (SoraCombo[(Player number of (Triggering player))] + 50)
Animation - Play SoraMaster[(Player number of (Triggering player))]'s slam animation
Unit - Make SoraMaster[(Player number of (Triggering player))] Invulnerable
Wait 0.20 seconds
Animation - Change SoraMaster[(Player number of (Triggering player))]'s animation speed to 0.10% of its original speed
Unit - Pause SoraMaster[(Player number of (Triggering player))]
Trigger - Turn on MasterFormFinalAttack <gen>
Unit - Make SoraMaster[(Player number of (Triggering player))] Vulnerable
Else - Actions
Much less coding to look through, eh? =P
Remember though, the game only fatals when the first timer runs out and i replace the form with normal sora.
Dragons FTW!
^ Made by Windflamedmon.
^ Made by Windflamedmon.
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Re: Issues With Transformation
Isolate the crash problem better.
Stick in 1 second waits between each line of code including text messages to see exactly what crashes it.
No one wants to look at more than a few lines of code.
Stick in 1 second waits between each line of code including text messages to see exactly what crashes it.
No one wants to look at more than a few lines of code.
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- Joined: October 3rd, 2007, 4:17 am
- Title: Dragon
- Location: The land of dragons.
Re: Issues With Transformation
Hmmm? I already said when it crashes. It crashes when the timer expires. However, the point im bringing up is that something in the attack trigger is messing with a variable...or something, and making it so that when i replace Valor/Master Form the game crashes.
However, as you asked, I went back in and did a quick test with Master Form. Something about the following section crashes the game when Master Form is destroyed, and normal Sora returns. O, and I don't know if I said this earlier, but when I create the forms, I move sora to bottom right and create form. When the timer expires, I remove the form from the game and move Sora back. Might help.
I assume that the problem with Master Form is the same problem in Valor Form.
Any ideas anyone? =/
However, as you asked, I went back in and did a quick test with Master Form. Something about the following section crashes the game when Master Form is destroyed, and normal Sora returns. O, and I don't know if I said this earlier, but when I create the forms, I move sora to bottom right and create form. When the timer expires, I remove the form from the game and move Sora back. Might help.
I assume that the problem with Master Form is the same problem in Valor Form.
Code: Select all
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SoraCombo[(Player number of (Triggering player))] Equal to 4
SoraMaster[(Player number of (Triggering player))] Not equal to No unit <<<<<<<<I know this isn't the issue, game crashed without this.
Then - Actions
Set SoraCombo[(Player number of (Triggering player))] = (SoraCombo[(Player number of (Triggering player))] + 50)
Animation - Play SoraMaster[(Player number of (Triggering player))]'s slam animation
Unit - Make SoraMaster[(Player number of (Triggering player))] Invulnerable
Wait 0.20 seconds
Animation - Change SoraMaster[(Player number of (Triggering player))]'s animation speed to 0.10% of its original speed
Unit - Pause SoraMaster[(Player number of (Triggering player))]
Trigger - Turn on MasterFormFinalAttack <gen> <<<<<<<Ignore this, the game crashed without this.
Unit - Make SoraMaster[(Player number of (Triggering player))] Vulnerable
Else - Actions
Dragons FTW!
^ Made by Windflamedmon.
^ Made by Windflamedmon.