Hi so i have a Hero: Shelob, that spawns an egg dummy unit which has a timed life, when that dummy unit dies it spawns a horde of spiderlings via an OCL, after a period of time Shelob will spawn another egg which will then go through the same process, my issue however is quite puzzling for my novice self, the system works without error for human players, however the moment the ai controled Shelob spawns her seconds egg the game crashes with no error code.....just gives a Runtime error.
Here is the code in Shelob's ini
;-------babies------------------------------------------------------- Behavior = ProductionUpdate ProductionUpdateModuleTag_1 NumDoorAnimations = 0 DoorOpeningTime = 0 ;in mSeconds how long you want doors to be in open state DoorWaitOpenTime = 0 ;in mSeconds time the door stays open, so units can exit DoorCloseTime = 0 ;in mSeconds how long you want doors to be in open state ConstructionCompleteDuration = 0 ;in mSeconds wait time so if you have multiple units they don't run over each other GiveNoXP = Yes ;will not give any xp when building units ;;;;;;;;;UnitPreparationTime = 4333 ; time of the unit build animation ;;;;;;;;;; 4-1/3 second prep needs to be set in ThingTemplate, for Both trolls, now End Behavior = QueueProductionExitUpdate ModuleTag_11 UnitCreatePoint = X:-15.0 Y:0.0 Z:0.0 NaturalRallyPoint = X:-15.0 Y:0.0 Z:0.0 ExitDelay = 300 NoExitPath = Yes End Behavior = SpawnBehavior ModuleTag_SpawnFighters SpawnNumber = 1 InitialBurst = 0 SpawnTemplateName = SpiderlingsShelobEgg SpawnReplaceDelay = 30000 FadeInTime = 1000 End
Here's the code for the egg dummy in the wildspiderling ini
//----------------------------------------------------------------------------------------- Object SpiderlingsShelobEgg Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = MUSpiderEgg End End KindOf = INERT IMMOBILE UNATTACKABLE Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_HatchTrigger MinLifetime = 20000.0 MaxLifetime = 20000.0 End Behavior = SlowDeathBehavior ModuleTag_HatchProcess DestructionDelay = 3000 FX = INITIAL FX_SpiderlingsSummonStart FX = FINAL FX_SpiderlingsSummonFinish OCL = FINAL OCL_SpawnSpiderlingsShelobEgg End End ;//------------------------------------------------------------------------------ ChildObject WildSpiderlingHordeMember WildSpiderling KindOf = PRELOAD INFANTRY SCORE ATTACK_NEEDS_LINE_OF_SIGHT ENVIRONMENT SELECTABLE CAN_CLIMB_WALLS End
I can include the code for the wildspiderling.ini and its horde code, but the only changes I made there was removing Command point cost.