I have this trigger for an ability in my game:
Near the bottom, there is a custom script. It is suppose to clear the memory leak that "AirStrikePoint" creates. Since, I have no knowledge of jass or custom script, how do I reference the (Player Number (Owner of (Triggering Unit)))?
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Air Raid Improved
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Air Strike (New)
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Actions
- Set AirStrikeUnit[(Player number of (Owner of (Triggering unit)))] = (Casting unit)
- Set AirStrikePoint[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
- Set TempPoint2 = (AirStrikePoint[(Player number of (Owner of (Triggering unit)))] offset by (-800.00, -800.00))
- Unit - Create 1 Helicopter for (Owner of (Triggering unit)) at AirStrikePoint[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
- Set AirStrikeCopter[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
- Unit - Order (Last created unit) to Move To TempPoint2
- Animation - Change (Last created unit) flying height to 1000.00 at 200.00
- Unit - Create 1 Bomb for (Owner of (Triggering unit)) at AirStrikePoint[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
- Set AirStrikeBomb[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
- Animation - Change (Last created unit) flying height to 25.00 at 91.66
- Custom script: call RemoveLocation (udg_TempPoint2)
- Sound - Play AirStrikeLaunch <gen> at 90.00% volume, located at AirStrikePoint[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00
- Wait for (Last played sound) to be 1.50 seconds from finished playing
- Set TempUnitGroup = (Units within 225.00 of AirStrikePoint[(Player number of (Owner of (Triggering unit)))] matching (((Matching unit) belongs to an enemy of (Owner of AirStrikeUnit[(Player number of (Owner of (Triggering unit)))])) Equal to True))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Cause AirStrikeUnit[(Player number of (Owner of (Triggering unit)))] to damage (Picked unit), dealing 225.00 damage of attack type Spells and damage type Normal
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Loop - Actions
- Custom script: call DestroyGroup (udg_TempUnitGroup)
- Unit - Remove AirStrikeBomb[(Player number of (Owner of (Triggering unit)))] from the game
- Sound - Play AirStrikeExplosion <gen> at 90.00% volume, located at AirStrikePoint[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00
- Special Effect - Create a special effect at AirStrikePoint[(Player number of (Owner of (Triggering unit)))] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_AirStrikePoint[1])
- Wait 2.00 seconds
- Unit - Remove AirStrikeCopter[(Player number of (Owner of (Triggering unit)))] from the game
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Events
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