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Could you leakcheck?

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Level 11
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Dec 8, 2006
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So um, I thought my triggers are leak-free, but it seems that something's leaking here (when I try to turn off the map, it tooks ages)

I can't run LeakCheck for some reason (might be that I'm using vista), and I have no idea what might be leaking in here, could anyone Check it for me?
Or if you know what's leaking in there, you don't have to check, it'll be enough if you tell me :)
Thanks

There are only 2 triggers in my map:

  • Cast
    • Events
      • Unit - Blood Mage 0001 <gen> Is issued an order targeting a point
    • Conditions
      • (Issued order) Equal to (Order(attack))
    • Actions
      • Set AttackPoint = (Target point of issued order)
      • Set CasterPoint = (Position of Blood Mage 0001 <gen>)
      • Unit - Create 1 Fireball for Neutral Passive at CasterPoint facing AttackPoint
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Trigger - Turn on Move <gen>
      • Custom script: call RemoveLocation(udg_AttackPoint)
      • Custom script: call RemoveLocation(udg_CasterPoint)
and

  • Move
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Set Balls = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Fireball))
      • Unit Group - Pick every unit in Balls and do (Actions)
        • Loop - Actions
          • Set BallPoint = (Position of (Picked unit))
          • Set BallNextPoint = (BallPoint offset by 10.00 towards (Facing of (Picked unit)) degrees)
          • Custom script: set udg_BallZ = GetLocationZ(udg_BallPoint)
          • Set TempReal = (90.00 - BallZ)
          • Unit - Add Crow Form to (Picked unit)
          • Unit - Remove Crow Form from (Picked unit)
          • Animation - Change (Picked unit) flying height to TempReal at 0.00
          • Unit - Move (Picked unit) instantly to BallNextPoint
      • Unit Group - Remove all units from Balls
      • Custom script: call RemoveLocation(udg_BallPoint)
      • Custom script: call RemoveLocation(udg_BallNextPoint)
      • Custom script: call DestroyGroup(udg_Balls)
 
The removal of BallNextPoint should go in the loop:
  • Set Balls = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Fireball))
    • Unit Group - Pick every unit in Balls and do (Actions)
      • Loop - Actions
        • Set BallPoint = (Position of (Picked unit))
        • Set BallNextPoint = (BallPoint offset by 10.00 towards (Facing of (Picked unit)) degrees)
        • Custom script: set udg_BallZ = GetLocationZ(udg_BallPoint)
        • Set TempReal = (90.00 - BallZ)
        • Unit - Add Crow Form to (Picked unit)
        • Unit - Remove Crow Form from (Picked unit)
        • Animation - Change (Picked unit) flying height to TempReal at 0.00
        • Unit - Move (Picked unit) instantly to BallNextPoint
        • Custom script: call RemoveLocation(udg_BallPoint)
        • Custom script: call RemoveLocation(udg_BallNextPoint)
  • Custom script: call DestroyGroup(udg_Balls)
Plus, i removed the "Unit Group - Remove all units from Balls", because it makes no sense, honestly, does your trigger work with that action? :eek:
 
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