Clearing Leaks

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Well maybe like this:

Solution 1:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Set TempLoc[1] = (Center of (Playable map area))
      • Set TempLoc[2] = (Random point in (Playable map area))
      • Set TempLoc[3] = TempLoc[1] offset by (0.00, 0.00))
      • For each (Integer A) from 1 to 3(This would be the maximum number of indexes), do (Actions)
        • Loop - Actions
          • Custom script: call RemoveLocation(udg_TempLoc[GetForLoopIndexA()])
OR

Solution 2:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Set TempLoc[1] = (Center of (Playable map area))
      • Set TempLoc[2] = (Random point in (Playable map area))
      • Set TempLoc[3] = TempLoc[1] offset by (0.00, 0.00))
      • Custom script: call RemoveLocation(udg_TempLoc[1])
      • Custom script: call RemoveLocation(udg_TempLoc[2])
      • Custom script: call RemoveLocation(udg_TempLoc[3])
Not sure though.
 
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