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Does this Trigger LEAK?

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Level 8
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Jul 17, 2004
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Is my trigger leak free? Does that 'Game - Display to Player Group' function leak? If so, how do I fix the leak?

  • Hire Squire Red
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Hire Squire
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) Food used) Equal to 4
        • Then - Actions
          • Game - Display to Player Group - Player 1 (Red) for 0.50 seconds the text: |cffffcc00You can o...
          • Game - Display to Player Group - Player 1 (Red) for 0.50 seconds the text:
        • Else - Actions
          • Set TempPoint = (Position of Recruiter)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SoldierRED[1] Equal to No unit
            • Then - Actions
              • Set TempUnitGroup = (Units in JOBS RED GROUP1 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
              • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
                • Loop - Actions
                  • Player - Set Player 1 (Red) Food used to ((Player 1 (Red) Food used) + 1)
                  • Set SoldierRED[1] = (Picked unit)
                  • Unit - Move SoldierRED[1] instantly to TempPoint, facing 270.00 degrees
                  • Special Effect - Create a special effect attached to the origin of SoldierRED[1] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
                  • Special Effect - Destroy (Last created special effect)
              • Custom script: call DestroyGroup(udg_TempUnitGroup)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SoldierRED[2] Equal to No unit
                • Then - Actions
                  • Set TempUnitGroup = (Units in JOBS RED GROUP2 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
                  • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
                    • Loop - Actions
                      • Player - Set Player 1 (Red) Food used to ((Player 1 (Red) Food used) + 1)
                      • Set SoldierRED[2] = (Picked unit)
                      • Unit - Move SoldierRED[2] instantly to TempPoint, facing 270.00 degrees
                      • Special Effect - Create a special effect attached to the origin of SoldierRED[2] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
                      • Special Effect - Destroy (Last created special effect)
                  • Custom script: call DestroyGroup(udg_TempUnitGroup)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SoldierRED[3] Equal to No unit
                    • Then - Actions
                      • Set TempUnitGroup = (Units in JOBS RED GROUP3 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
                      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
                        • Loop - Actions
                          • Player - Set Player 1 (Red) Food used to ((Player 1 (Red) Food used) + 1)
                          • Set SoldierRED[3] = (Picked unit)
                          • Unit - Move SoldierRED[3] instantly to TempPoint, facing 270.00 degrees
                          • Special Effect - Create a special effect attached to the origin of SoldierRED[3] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
                          • Special Effect - Destroy (Last created special effect)
                      • Custom script: call DestroyGroup(udg_TempUnitGroup)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SoldierRED[4] Equal to No unit
                        • Then - Actions
                          • Set TempUnitGroup = (Units in JOBS RED GROUP4 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
                          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
                            • Loop - Actions
                              • Player - Set Player 1 (Red) Food used to ((Player 1 (Red) Food used) + 1)
                              • Set SoldierRED[4] = (Picked unit)
                              • Unit - Move SoldierRED[4] instantly to TempPoint, facing 270.00 degrees
                              • Special Effect - Create a special effect attached to the origin of SoldierRED[4] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
                              • Special Effect - Destroy (Last created special effect)
                          • Custom script: call DestroyGroup(udg_TempUnitGroup)
                        • Else - Actions
      • Custom script: call RemoveLocation( udg_TempPoint)
 
Your trigger is fine, Game - display text is fine if you use it directly with Player 1/2/3 etc and All Players.
 
no it doesnt leak. u should learn how to combine things a little more. it would make coding so much nicer.

I don't know what you mean. I thought this was the most efficient way to do this trigger.







Thanks for the help guys! Glad to know my trigger is leakless.
 
It doesn't leak, but it's a resource-wasting way of coding.

There are ways to achieve a better, faster, smoother result, like what deathismyfriend suggested.
 
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