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[Trigger] Are there any leaks in these triggers?

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Level 8
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Feb 20, 2007
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I have three triggers. I think one of them is leaking somewhere. Could somebody please look them over and tell me where they leak and perhaps how to prevent the leak?

The first one is short and deals with increasing visibility:

  • Light me up
    • Events
      • Unit - A unit owned by Player 10 (Light Blue) Dies
    • Conditions
      • (All units of (Units in (Playable map area) owned by Player 10 (Light Blue)) are dead) Equal to True
    • Actions
      • Set lite = (lite + 100.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • lite Less than or equal to 10750.00
        • Then - Actions
          • Wait (Random real number between 5.00 and 20.00) seconds
          • Set Well_lite_point = (Center of Well <gen>)
          • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from Well_lite_point to a radius of lite
          • Custom script: call RemoveLocation( udg_Well_lite_point )
        • Else - Actions
          • Trigger - Turn off (This trigger)
These other two are related. The first fires then triggers off the second, the reason why I broke these up is due to the size.

  • Creep Rounds
    • Events
      • Unit - A unit owned by Player 10 (Light Blue) Dies
    • Conditions
      • (All units of (Units in (Playable map area) owned by Player 10 (Light Blue)) are dead) Equal to True
    • Actions
      • Set Bonus = ((Player 8 (Pink) Current gold) x (10 x Bonus_additions))
      • Set Lvl = (Lvl + 1)
      • Set Well_spawn_regulator = 1
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Hero level of Admiral) Less than or equal to 10
        • Then - Actions
          • Set Random_Creep = (Random level (Level of Admiral) creep unit-type)
        • Else - Actions
          • Set Random_Creep = (Random level (Random integer number between 1 and 10) creep unit-type)
      • -------- - - - - - - - - --------
      • Unit - Set Spider acquisition range to Awareness
      • Unit - Set SIRIUS acquisition range to Awareness
      • Unit - Set HERO acquisition range to Awareness
      • Game - Display to (All players) the text: |c0000FF00 All unit...
      • Set Creep_Spawn = (Random point in Spawn_Region[(Random integer number between 1 and 10)])
      • Unit - Move Gateway instantly to Creep_Spawn, facing (Position of WELL)
      • Custom script: call RemoveLocation( udg_Creep_Spawn )
      • Unit - Remove Creep_Unit_Name from the game
      • Wait 2.00 seconds
      • -------- - - - - - - - - --------
      • Player - Set Player 8 (Pink) Current gold to 0
      • -------- - - - - - - - - --------
      • Set Creep_Type_Point = (Center of Creep Type <gen>)
      • Unit - Create 1 Random_Creep for Neutral Passive at Creep_Type_Point facing Default building facing degrees
      • Set Creep_Unit_Name = (Last created unit)
      • Custom script: call RemoveLocation( udg_Creep_Type_Point )
      • Player - Set name of Player 10 (Light Blue) to (Name of Creep_Unit_Name)
      • -------- - - - - - - - - --------
      • Player - Add Bonus to Player 1 (Red) Current gold
      • Game - Display to (All players) for 20.00 seconds the text: (|c00FFD700Bonuses for units killed: |r + ((String(Bonus)) + gold earned this round.))
      • Wait 5.00 seconds
      • Game - Display to (All players) for 25.00 seconds the text: (|c00FFD700Round: |r + (String(Lvl)))
      • Game - Display to (All players) for 25.00 seconds the text: (|c00FFD700Number of Creeps: |r + (String(Number_of_Attackers)))
      • Game - Display to (All players) for 25.00 seconds the text: (|c00FFD700Type of Creep: |r + (Name of Creep_Unit_Name))
      • Trigger - Run Creep Spawn Alpha <gen> (checking conditions)
      • Trigger - Run Wizardry 2 <gen> (checking conditions)
      • Trigger - Run ItemRemove <gen> (checking conditions)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Awareness Less than or equal to 2750.00
        • Then - Actions
          • Set Awareness = (Awareness + 30.00)
        • Else - Actions
and the last:

  • Creep Spawn Alpha
    • Events
    • Conditions
    • Actions
      • Game - Display to (All players) the text: |c00FF000020 second...
      • Wait 10.00 seconds
      • Game - Display to (All players) the text: |c00FF000010 second...
      • Wait 5.00 seconds
      • Game - Display to (All players) the text: |c00FF00005 seconds...
      • Wait 5.00 seconds
      • Game - Display to (All players) the text: |c00FF0000Zero |r
      • Set Creep_Spawn = (Position of Gateway)
      • For each (Integer A) from 1 to Number_of_Attackers, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Random_Creep for Player 10 (Light Blue) at Creep_Spawn facing Default building facing degrees
          • Unit - Add classification of A Hero to (Last created unit)
          • Unit - Add Inventory (Hero) to (Last created unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Scout Tower 0044 <gen> is dead) Equal to True
            • Then - Actions
              • For each (Integer B) from 0 to (Hero level of HERO), do (Actions)
                • Loop - Actions
                  • Hero - Create Manual of Health and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 20
            • Then - Actions
              • Hero - Create X_Random_Item[(Random integer number between 1 and 9)] and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 5
              • (Hero level of HERO) Less than or equal to 10
            • Then - Actions
              • Hero - Create Claws of Attack +3 and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 11
              • (Hero level of HERO) Less than or equal to 25
            • Then - Actions
              • Hero - Create Claws of Attack +6 and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 21
              • (Hero level of HERO) Less than or equal to 30
            • Then - Actions
              • Hero - Create Claws of Attack +12 and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 31
              • (Hero level of HERO) Less than or equal to 60
            • Then - Actions
              • Hero - Create Claws of Attack +25 and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 41
              • (Hero level of HERO) Less than or equal to 60
            • Then - Actions
              • Hero - Create Claws of Attack +25 and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 51
              • (Hero level of HERO) Less than or equal to 60
            • Then - Actions
              • Hero - Create Claws of Attack +25 and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 61
              • (Hero level of HERO) Less than or equal to 74
            • Then - Actions
              • Hero - Create Claws of Attack +50 and give it to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Hero level of HERO) Greater than or equal to 75
              • (Hero level of HERO) Less than or equal to 100
            • Then - Actions
              • Hero - Create Claws of Attack +50 and give it to (Last created unit)
            • Else - Actions
          • Unit - Set (Last created unit) acquisition range to Awareness
          • Unit - Order (Last created unit) to Attack-Move To Wells_point
          • Wait 2.00 seconds
      • Custom script: call RemoveLocation( udg_Creep_Spawn )

One of these puppies has a slow leak - the game starts of rather well but about 15-20 minutes or about 20-24 'rounds' it starts lagging.

Its probably something real simple, but I just can't see the forest cause of the trees.

Much appreciate your time.
 
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