Hi lads, any thoughts on how to fix the two unit group leaks in this trigger?
(Under conditions and under "remove summons")
HeroesLoseTEAM 1
Events
Time - Every 0.50 seconds of game time
Conditions
(Number of units in (Units in DuelUnitsCheckRegion <gen> matching ((((Matching unit) is A Hero) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to BossMonster))))) Equal to 0
Actions
-------- STOP BOSS FROM DYING FROM POSION ETC -------- Unit - Make BossMonster Invulnerable Unit - Remove All buffs from BossMonster -------- PLAYERS LOSE. SHUT DOWN DUEL (TEAM 1) -------- Trigger - Turn off (This trigger) Trigger - Turn off HeroesWinTEAM 1 <gen> Trigger - Turn off DuelMusic <gen> Trigger - Turn off Boss takes Damage <gen> Trigger - Turn off BootOut TEAM2 <gen> Leaderboard - Hide BossHealthLeaderboard Leaderboard - Destroy BossHealthLeaderboard Set BOSSDuelRunningT1 = False Sound - Stop the currently playing music theme Trigger - Run DuelDefeatMusic <gen> (checking conditions) Game - Display to Team1 for 6.00 seconds the text: (|C0099CC99 + (You are not yet powerful enough to kill |r + (|c00FF0033Argonax|r + |C0099CC99! Only the strongest warriors have a chance to defeat him.|r))) Game - Display to Team2 for 6.00 seconds the text: (|C0099CC99 + (The enemy team is has been defeated by |r + (|c00FF0033Argonax|r + |C0099CC99! Now is your chance to steal victory for yourselves!|r))) -------- SHUT DOWN VISABILITY MODIFIER -------- Set BossDuelBeginsPoint = (Center of ArgonaxRestRegion <gen>) Cinematic - Ping minimap for (All players) at BossDuelBeginsPoint for 6.00 seconds, using a Flashy ping of color (100.00%, 20.00%, 20.00%) Custom script: call RemoveLocation(udg_BossDuelBeginsPoint) -------- REMOVE ALL SUMMONABLES FROM DUELLING ARENA -------- Unit Group - Pick every unit in (Units in DuelUnitsCheckRegion <gen> matching ((((Matching unit) is A Hero) Equal to False) and ((Matching unit) Not equal to BossMonster))) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
-------- RESET ARGONAX -------- Unit - Set life of BossMonster to ((Real(BossHealthCurrent)) + (500.00 x (Real(GameDifficultyMode)))) Unit - Make BossMonster Vulnerable Set BossDuelBeginsPoint = (Center of ArgonaxRestRegion <gen>) Unit - Order BossMonster to Move To BossDuelBeginsPoint Custom script: call RemoveLocation(udg_BossDuelBeginsPoint) Wait 3.50 seconds Unit - Make BossMonster face 270.00 over 0.50 seconds Wait 0.50 seconds Animation - Play BossMonster's victory animation Wait 0.10 seconds Sound - Play DemonRoar <gen> at 100.00% volume, attached to BossMonster Unit - Pause BossMonster -------- REMOVE FORCEFIELD -------- Destructible - Remove ForceField Unit - Kill GateGuardian[1] Unit - Kill GateGuardian[2] Trigger - Turn on Unit Approches Final Door TEAM 1 <gen> Trigger - Turn on Unit Approches Final Door TEAM 2 <gen>
Unprotecting maps is not right its like crime and YOU GO MAKE YOUR OWN MAP AND BE HAPPY! Don't be gay n00b!
1. You can if it is yours but you should not if it is not. It is like stealing information and using it as if it is your own. It si gay stuff and people who unprotect maps are gay themselves.
It will still leak, Pick Every Unit in Region is still a point I believe, and must be dealt with. I'll post more if anyone confirms this point. (Because I'm not 100% sure)
Set BossDuelHeroCheck = (Units in DuelUnitsCheckRegion <gen> matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A Hero) Equal to True) and ((Matching unit) Not equal to BossMonster)))) If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in BossDuelHeroCheck) Equal to 0
Then - Actions
Custom script: call DestroyGroup (udg_BossDuelHeroCheck) -------- STOP BOSS FROM DYING FROM POSION ETC -------- Unit - Make BossMonster Invulnerable Unit - Remove All buffs from BossMonster -------- PLAYERS LOSE. SHUT DOWN DUEL (TEAM 1) -------- Trigger - Turn off (This trigger) Trigger - Turn off HeroesWinTEAM 1 <gen> Trigger - Turn off DuelMusic <gen> Trigger - Turn off Boss takes Damage <gen> Trigger - Turn off BootOut TEAM2 <gen> Leaderboard - Hide BossHealthLeaderboard Leaderboard - Destroy BossHealthLeaderboard Set BOSSDuelRunningT1 = False Sound - Stop the currently playing music theme Trigger - Run DuelDefeatMusic <gen> (checking conditions) Game - Display to Team1 for 8.00 seconds the text: (|C0099CC99 + (You are not yet powerful enough to kill |r + (|c00FF0033Argonax|r + |C0099CC99!|r))) Game - Display to Team1 for 8.00 seconds the text: |C0099CC99Only the ... Game - Display to Team2 for 8.00 seconds the text: (|C0099CC99 + (The enemy team is has been defeated by |r + (|c00FF0033Argonax|r + |C0099CC99!|r))) -------- SHUT DOWN VISABILITY MODIFIER -------- Set BossDuelBeginsPoint = (Center of ArgonaxRestRegion <gen>) Cinematic - Ping minimap for (All players) at BossDuelBeginsPoint for 6.00 seconds, using a Flashy ping of color (100.00%, 20.00%, 20.00%) Custom script: call RemoveLocation(udg_BossDuelBeginsPoint) -------- REMOVE ALL SUMMONABLES FROM DUELLING ARENA -------- Set BossDuelSummonsCheck = (Units in DuelUnitsCheckRegion <gen> matching (((Matching unit) Not equal to BossMonster) and (((Matching unit) is A Hero) Equal to False))) Unit Group - Pick every unit in BossDuelSummonsCheck and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Custom script: call DestroyGroup (udg_BossDuelSummonsCheck) -------- RESET ARGONAX -------- Unit - Set life of BossMonster to ((Real(BossHealthCurrent)) + (500.00 x (Real(GameDifficultyMode)))) Unit - Make BossMonster Vulnerable Set BossDuelBeginsPoint = (Center of ArgonaxRestRegion <gen>) Unit - Order BossMonster to Move To BossDuelBeginsPoint Custom script: call RemoveLocation(udg_BossDuelBeginsPoint) Wait 3.50 seconds Unit - Make BossMonster face 270.00 over 0.50 seconds Wait 0.50 seconds Animation - Play BossMonster's victory animation Wait 0.10 seconds Sound - Play DemonRoar <gen> at 100.00% volume, attached to BossMonster Unit - Pause BossMonster -------- REMOVE FORCEFIELD -------- Destructible - Remove ForceField Unit - Kill GateGuardian[1] Unit - Kill GateGuardian[2] Trigger - Turn on Unit Approches Final Door TEAM 1 <gen> Trigger - Turn on Unit Approches Final Door TEAM 2 <gen>