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[Trigger] Does this Leak?

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Level 7
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Aug 5, 2010
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147
Does this trigger leak, i think it does but im not entirely sure.

  • Normal Waves
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ChaosMode Equal to 1
        • Then - Actions
          • Set CreepHealth[1] = (Random real number between 150.00 and 400.00)
          • Player - Set Player 12 (Brown) handicap to CreepHealth[1]%
          • Player - Set Player 11 (Dark Green) handicap to CreepHealth[1]%
          • Set Creep_Handicap[1] = (Integer(CreepHealth[1]))
          • Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + ( of 60.|r [Normal Creeps] + ( Creep Handicap is now set at + ((String(Creep_Handicap[1])) + %.)))))
        • Else - Actions
          • Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + of 60.|r [Normal Creeps]))
      • Sound - Play Wave_Normal <gen>
      • If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Pink Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Gray Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Orange Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Green Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Red Spawn B <gen>) facing Default building facing degrees) else do (Do nothing)
      • If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Red Spawn A <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Purple Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Yellow Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Blue Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
      • Wait 1.00 game-time seconds
      • If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Teal Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
If it does leak would this fix the leaks

  • Normal Waves
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ChaosMode Equal to 1
        • Then - Actions
          • Set CreepHealth[1] = (Random real number between 150.00 and 400.00)
          • Player - Set Player 12 (Brown) handicap to CreepHealth[1]%
          • Player - Set Player 11 (Dark Green) handicap to CreepHealth[1]%
          • Set Creep_Handicap[1] = (Integer(CreepHealth[1]))
          • Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + ( of 60.|r [Normal Creeps] + ( Creep Handicap is now set at + ((String(Creep_Handicap[1])) + %.)))))
        • Else - Actions
          • Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + of 60.|r [Normal Creeps]))
      • Sound - Play Wave_Normal <gen>
      • Set SpawnPoints[1] = (Center of Pink Spawn <gen>)
      • If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Gray Spawn <gen>)
      • If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Orange Spawn <gen>)
      • If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Green Spawn <gen>)
      • If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Red Spawn A <gen>)
      • Set SpawnPoints[2] = (Center of Red Spawn B <gen>)
      • If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[2] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Custom script: call RemoveLocation(udg_SpawnPoints[2])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Pink Spawn <gen>)
      • If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Yellow Spawn <gen>)
      • If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Blue Spawn <gen>)
      • If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
      • Wait 1.00 game-time seconds
      • Set SpawnPoints[1] = (Center of Teal Spawn <gen>)
      • If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_SpawnPoints[1])
 
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