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  1. #1
    Zudrik's Avatar Member
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    [Help] Waypoints > Crashing World.exe

    So yeah, I'm in the process of making a cinematic event, everything was going fine until I added more than about 30 creatures moving. I had them create a custom waypoint map, with this code so once they reach the end they will stop moving.
    Code:
    if pUnit:GetY() < -5278 then
    	pUnit:DestroyCustomWaypointMap()
    	end
    But the thing is here, when they do happen to get to that point, it crashes the world.exe, and I have no clue why.

    It wasn't always like this, it worked fine until I added in about 3-4 more creatures. That being said, is there a limit on how much I can add to one script? There shouldn't be, right?

    If anyone has any thought on why this is happening, please let me know.

    [Help] Waypoints &gt; Crashing World.exe
  2. #2
    TheZaronz's Avatar Active Member
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    First of all you should check the crash log, that provides the reason :P

  3. #3
    Zudrik's Avatar Member
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    Well, when I'm looking at the world.exe, it gives this then crashes.



    I don't know how to actually look in my crash dumps to see what exactly caused it.

  4. #4
    stoneharry's Avatar Moderator Harry


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    It's just a bug that happens with Lua till somone decides to rescript it stable (in the cpp files).
    If you have to many going at once it will crash the server, it's the same with the print function for example (at least it used to be if they fixed).
    Try using :MoveTo(x,y,z,o) instead.

  5. #5
    Zudrik's Avatar Member
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    It only crashes for the Ghouls, I have 9 other mobs moving. Like if I take out the
    Code:
    if pUnit:GetY() < -5278 then
    	pUnit:DestroyCustomWaypointMap()
    	end
    The world.exe won't crash, but again, they start to keep running back and forth. Not really what I wanted, but if it's the only way I can get it without it to crash, then so be it.

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