Is my trigger leak free? Does that 'Game - Display to Player Group' function leak? If so, how do I fix the leak?
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Hire Squire Red
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Events
- Unit - A unit Acquires an item
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Conditions
- (Item-type of (Item being manipulated)) Equal to Hire Squire
- (Owner of (Triggering unit)) Equal to Player 1 (Red)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Player 1 (Red) Food used) Equal to 4
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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:
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Else - Actions
- Set TempPoint = (Position of Recruiter)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SoldierRED[1] Equal to No unit
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Then - Actions
- Set TempUnitGroup = (Units in JOBS RED GROUP1 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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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)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SoldierRED[2] Equal to No unit
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Then - Actions
- Set TempUnitGroup = (Units in JOBS RED GROUP2 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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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)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SoldierRED[3] Equal to No unit
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Then - Actions
- Set TempUnitGroup = (Units in JOBS RED GROUP3 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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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)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SoldierRED[4] Equal to No unit
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Then - Actions
- Set TempUnitGroup = (Units in JOBS RED GROUP4 <gen> matching ((Unit-type of (Matching unit)) Equal to Squire))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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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)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If - Conditions
- Custom script: call RemoveLocation( udg_TempPoint)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events