Repeated crashes in Editor Mode

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conboy
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1168
Joined: Sun Apr 09, 2017 4:18 pm
Location: Lower Alabama

Repeated crashes in Editor Mode

Post by conboy »

I get repeated crashes on just one trigger in the Editor Mode.
When the two US units move into the marked hexes, the Fortresses are supposed to blow up. But it doesn't matter what order I occupy the hexes, or what the trigger effect is, the scenario locks up cold. So bad that it doesn't make an output log.txt file in the _data file (I looked for it, not there).
Can someone check this scenario out for me and see what the problem might be? Move the two units into the marked hexes, see if it locks up.
thanks!
conboy
also, the picture inserter is beshat.
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conboy
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1168
Joined: Sun Apr 09, 2017 4:18 pm
Location: Lower Alabama

Re: Repeated crashes in Editor Mode

Post by conboy »

here is the link to the scenario, sorry -- if I edit the previous post, it turns to garbage with the pictures.
http://www.mediafire.com/file/g6nvz2h9p ... g.zip/file

thanks in advance,
I've been trying to get to the bottom of this for a while.

conboy
Erik2
Order of Battle Moderator
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Re: Repeated crashes in Editor Mode

Post by Erik2 »

Both 'Remove Unit' effects are linked to the same Fortress.
Maybe it crashes as the game tries to 'Kill' the Fortress the second time.

I often rename units for these kind of triggers, Fortress-1 etc.
bebro
Slitherine
Slitherine
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Joined: Sun Nov 19, 2006 12:50 pm

Re: Repeated crashes in Editor Mode

Post by bebro »

Crashed for me too first, but did not after few changes:

1. Deactivated both SBS spawns
2. Deactivated both "seize objective" triggers for north and south which are -1 (every turn).

Tested the scn with AI off, and extra US paras around both hexes to take (for quick progress).
Took both in turn1, no crash, popup came up, one fort was killed (see Erik's post)


So either it's 1 or 2 (or both). I'm not sure what the intent of those is, but maybe you can work around them.

Also the scn seem to produce quite some load already (loads laggy), so it may get extra picky.

Things to consider

- AI team 1 has almost 70 units -may be better to split into several smaller, even when these are on static
- SBS spawn not for their "native side" (UK) but those extra "star" factions - *could be an issue too.
conboy
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1168
Joined: Sun Apr 09, 2017 4:18 pm
Location: Lower Alabama

Re: Repeated crashes in Editor Mode

Post by conboy »

Bebro, Erik:
Sorry about the triggers pointing to the same objective!
I have deleted and re-input that trigger so many times that the last was in error. Embarrassing!
I fixed the trigger and tried again -- still crashes! grrrr!
Maybe I am overloading the memory but it is an instant crash, no degradation, no crash file either.

What a bafflement!

Thanks, guys! Maybe I'll have to simplify the scenario a little bit.

conboy

PS Great service from this forum!
bebro
Slitherine
Slitherine
Posts: 4576
Joined: Sun Nov 19, 2006 12:50 pm

Re: Repeated crashes in Editor Mode

Post by bebro »

NP :)

I think apart from the SBS the "seize objective" triggers to change ownership should be looked at - they point to the same hexes you need to take to get the forts blown up. But when you take'em, they change ownership, so why have -1 triggers to change them on top.

I guess you have a good reason for those, but I'm wondering if there's something that collides.
conboy
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1168
Joined: Sun Apr 09, 2017 4:18 pm
Location: Lower Alabama

Re: Repeated crashes in Editor Mode

Post by conboy »

Bebro,

Yep, I think it has something to do with capturing territory with no-supply SBS units. When they occupy the objective, a trigger changes ownership to the allies. Too fancy, I guess. I rebuilt the triggers yesterday, and still have some issues with both Fortresses not blowing up, even when they are properly designated. All those triggers going off at the same time must be problematic. Too bad, but c'est la vie -- c'est la guerre.

I use the -1 because the victory hexes may change hands back and forth before they are both taken, so it enables the allies to recapture it if necessary.

I think I'll switch it around so when the south objective is taken, the south bridge blows, and when the north objective is taken, the north bridge blows. That way they won't blow up only when both objectives are taken.

thanks for your time!
you too Erik.

conboy

PS, I guess this was a tech support issue because the triggers are set up properly (eventually), but the lesson is you can overdrive your processor with too many triggers going off at once and converging on the same effect.
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