- Joined
- Sep 26, 2009
- Messages
- 2,594
I made this trigger
and as you can see, I create a point from Temp_Point[1] and save it as new Temp_Point[1] (thus why I named it "moving a point").
The question is: Does the new Temp_Point[1] remove the location of the previous Temp_Point[1] when it replaces that point/information it stores, or does the custom script at the end remove both locations? Or will this leak permanently since I have no way to remove the original Temp_Point[1] now?
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Moving Point test
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Events
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Player - Player 1 (Red) skips a cinematic sequence
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Conditions
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Actions
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Set Temp_Point[1] = (Center of Test Region <gen>)
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Special Effect - Create a special effect at Temp_Point[1] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Set Temp_Point[1] = (Temp_Point[1] offset by 300.00 towards 45.00 degrees)
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Special Effect - Create a special effect at Temp_Point[1] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation(udg_Temp_Point[1])
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Custom script: set udg_Temp_Point[1] = null
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The question is: Does the new Temp_Point[1] remove the location of the previous Temp_Point[1] when it replaces that point/information it stores, or does the custom script at the end remove both locations? Or will this leak permanently since I have no way to remove the original Temp_Point[1] now?