Moderator
M
Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
IcemanBo: Too long as NeedsFix. Rejected.
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Moderator: Pharaoh_ Date: 04:18, 24th Apr 2012
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Bribe:
Instead of (Owner of (Triggering unit)) you should use (Triggering player). A lot more simple and executes faster in-game. It may surprise you that this works but it works.
To fix the leak you need to do this:
(Integer(OWL_Distance[OWL_LoopInt])) Less than or equal to 1
You can simply compare it to 1.00. This will save a little complexity.
I also recommend setting "OWL_Dummy[OWL_LoopInt2]" to a normal unit variable before repeat-referencing because it will improve readability and is a bit faster in-game.
Maker:
Leaks MovePoint in the looping trigger, and the looping trigger should be turned off when there are no active instances of the spell.
Instead of (Owner of (Triggering unit)) you should use (Triggering player). A lot more simple and executes faster in-game. It may surprise you that this works but it works.
To fix the leak you need to do this:
-
Set TempPoint = (Position of OWL_Dummy[OWL_LoopInt])
-
Set OWL_MovePoint = (TempPoint offset by OWL_Speed towards (Facing of OWL_Dummy[OWL_LoopInt]) degrees)
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Custom script: call RemoveLocation(udg_TempPoint)
(Integer(OWL_Distance[OWL_LoopInt])) Less than or equal to 1
You can simply compare it to 1.00. This will save a little complexity.
I also recommend setting "OWL_Dummy[OWL_LoopInt2]" to a normal unit variable before repeat-referencing because it will improve readability and is a bit faster in-game.
Maker:
Leaks MovePoint in the looping trigger, and the looping trigger should be turned off when there are no active instances of the spell.