i am sure you have this, but here's some of what Antero did.
======================== HELP! ==========================
Antero works with exported map action files.
To create one of these, open your map in Loathing, and choose
Export Map Actions from the Mesh menu.
Before describing what problems Antero will find for you, there are some
scripting limitations that it cannot check, as they are not limited to the
actions alone. These are known to cause of map crashes, so you would do
well to avoid them. They include:
Before describing what problems Antero will find for you, there are some
scripting limitations that it cannot check, as they are not limited to the
actions alone. These are known to cause of map crashes, so you would do
well to avoid them. They include:
* Do not have more than 400 units visible at one time. Antero does try
to warn you when this happens, but it can't know about units on your mesh
that aren't scripted.
* More than 700 map actions is a bad idea. Myth will run low on resources, and
strange things may begin to happen such as units stopping in their tracks, and
action trigger-times being ignored.
* More than 13 unit collections will cause problems. On some maps the
limit seems to be 12. This will result in the same problems as having too many
actions.
* Too many map action types can lead to trouble.
* Avoid MUNG like the plague, unless you really know what you're doing, or
unless you're only using it to Deactivate or Delete Actions. Deleting
should be used for actions that (a) are no longer active, and (b) will
never be activated again, as that will cause crashes. Used properly,
MUNG deleting can free memory and avoid the too-many-actions problems
mentioned above.
Ok, that done lets look in detail at what Antero tells you. Antero will
reference actual line-numbers in the map action file, so it may be a good
idea to have the file opened in an editor like BBEdit that can display
line numbers...
* EMPTY STATEMENTS. Such as "Activates on Success" but no values.
At the very least this shows where your script is incomplete.
At worst, the value could be a needed one (like Facing in a Platoon)
that could cause real problems if not fixed.
* ONE VALUE EXPECTED, and none or more than one provided.
* TWO VALUES EXPECTED, and other than 2 provided. For example, Radii
in a PLMO will work fine with zero values or 2 values, but not anything
else.
* ACTION LINKED TO ITSELF. Linked as in any statement (like Link)
that references other map actions. Pretty self explanatory eh?
* MOVT statement with more than 4 waypoints. A common newbie mistake,
as with more than 4 waypoints, the MOVT will not work.
* SQUA IMPROPERLY REFERENCED (POSSIBLY). Mostly, Squad actions
should only be linked from Initial Squad statements in platoons,
and potentially from Munger statements too. I've seen them used
as unit container actions, but any other context is bound to be wrong.
* INITIAL SQUADS STATEMENT. Antero will tell you if you use anything
other than a Squad action here.
* PLMO/PLSC. Antero will warn you if you reference one of these from
anywhere other than a Platoon's Initial State. It will also tell you
if you use anything other than a PLMO or PLSC in an Initial State.
* PLAT NEEDS INITIAL DELAY ONLY. If you put a trigger time on a PLAT action
it will pause for this period at every interpolate point, and you'll end
up with a very slow platoon. Setting Initial Delay Only will prevent this
from happening.
* UNNECESSARY DEACTIVATION. A contentious one perhaps. Where an action
that by definition will execute immediately & not hang around, and this
action is deactivated, Antero will tell you about it.
* RESULTS ACTION & GROUP UNIT CONTAINER ARRAY. These statements should
link to NONE-type actions.
* LINKS TO DELETED ACTIONS. Yes, Antero will warn you about these.
* DELETED MONSTERS. Ditto.
* SQUAD FACING NOT ZERO. This will cause trouble if not fixed.
* GEOM Actions that deactivate on execution. I've known of several
instances where this will fail to populate the Results Action
Identifier. Use deactivate on successful execution instead.
* GEOM Links with more than 25 members in the list. This was reported
as causing problems, hence Antero will tell you about it.
* UNIT LISTS WITH MORE THAN 32 MEMBERS. Another contentious one. Some
believe this directly responsible for crashes, while others think its
harmless. I belong to the former category, but its up to you to decide...
* ACTION DEFINED MORE THAN ONCE. This is allowable in Loathing, but whatever
you do, don't re-import your map-actions script as it will get it wrong.
* ACTION NEVER ACTIVATED. Pretty obvious what this means.
* UNKNOWN STATEMENT. There is something in your script that Antero doesn't
know about. If you find one of these, please report it to IronDuke at
andrewsumner at yahoo.com. The same goes for anything you think Antero
should be checking for, and currently isn't
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