Ok, the thing is, I am making a really enhanced TMA arena, and to make it so the game doesn't end quickly, I made the main target to destroy have a maximum of 99,999 hp (the first player can select the actual hp amount to begin with however). Is it known that such high hp amounts crash the game? I noticed during testing that at seemingly random times, all players in the game have their SC crash, ending the game instantly. I tried testing several theories but I cannot figure it out. Does anyone have any ideas of this? Thanks in advance.
The maximum amount of HP you can have is 16777216. You can have 16777217 if you turn on some checkbox in the unit settings.
Is it possible that units doing 0 damage has anything to do with it?
0 Damage units don't crash Starcraft.
QUOTE
Question about Starforge crashing SC, Is it known that +9999 hp to crash SC?
Running starforge doesn't interfer with Running Starcraft, if it does just close it before playing.

Oh DrunkenWrestler long time now see glad to see you here.
I dunno what your problem is, there shouldn't be anything wrong with 99999 it's prolly something else,s orry

Sometimes you will get an error and it will Shut Down what ever map program your using. I have never tried to make the HP go futher than 9999. I'll sugest to you to make the attacking damage lower, like 100/150 etc. (If starcraft crashes of course

)
Ummm running starforge w/ starcraft is not the problem... the fact that my game randomly crashes is! It seemed to have started when I implimented starforge into it...
I would sugest only using Starforge for bounds, If this is like a defence or survival ill sugest using xtra editor. Send the map. Ill see if i can fix
QUOTE
I would sugest only using Starforge for bounds, If this is like a defence or survival ill sugest using xtra editor. Send the map. Ill see if i can fix
Ahh the shoutbox spammer and table

er.
Why on earth would you use anything but SF except for what SF can't do? SF trigger pwn any other trigger editor.
Why on earth would you write your map in anything but hex, it can do everything and you don’t have to use anything else?
Battlekruser you should be more open minded, towards things that work better, or preferred layouts.
So what have you actually got it set to when its first made? Also the percentage change is the likely cause, if you just left it would be better, no edits to its amount! Thats likely the problem.
Make it protoss and allow players to set the number of Shield Upgrades, for the strength level, making it cost something and slowly rise, and work it from that.
QUOTE(Coko @ Sep 9 2004, 02:17 PM)
So what have you actually got it set to when its first made? Also the percentage change is the likely cause, if you just left it would be better, no edits to its amount! Thats likely the problem.
Make it protoss and allow players to set the number of Shield Upgrades, for the strength level, making it cost something and slowly rise, and work it from that.
[right][snapback]69442[/snapback][/right]
I am pretty sure it also occured even without the in-game hp switch. As for it being protoss w/ shields, the only problem with that is one emp, all the shields are gone. As well, it also upgrades all the shields of that player's units...
If you can, post the map, or find me on useast.battle.net with the account "Deathknight2004". I usually hang out in "Clan uUu".
Units over 9999 HP work fine. The health just never displays, so you have to look at the health bar for an idea. Look at my Überena map in DLDB if you want an example. The Overmind in there has 27070 HP.
I haven't had units actually having more than about 220,000 hp, the number doesn't go to 16 million I know that much. Try attacking it and you will find that it doesn't really have that much (i suggest a 10,000 damager unit unless you want it to take a while).
Such large amounts of HP could make the game overload. It shouldn't. I maxed out the stats of the Archon hero and other units and it didn't crash.