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[Trigger] Have I removed all leaks properly?

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Deleted member 177737

D

Deleted member 177737

*I know I spelled "Have" wrong in the title.

Hey, I'm learning how to remove leaks by going through my RPG systems map. I've done quite a bit and I'm fairly sure all of the triggers I've "fixed" are leak-proof.

If someone has a few minutes can you go over the below triggers and show me any ways to improve them even more or tell me if they are properly leak-proofed.


  • Mine
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Use
    • Actions
      • Set tempPoint1 = (Position of Hero 0001 <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Target unit of ability being cast)) Equal to Tin Mineing Spot
        • Then - Actions
          • Floating Text - Create floating text that reads |cffff0000IIIIIIIII... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Animation - Play Hero 0001 <gen>'s stand animation
          • Unit - Pause Hero 0001 <gen>
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40I|r|cffff... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40II|r|cfff... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40III|r|cff... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40IIII|r|cf... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40IIIII|r|c... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40IIIIII|r|... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40IIIIIII|r... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40IIIIIIII|... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40IIIIIIIII... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Set CastingBarVariable = (Last created floating text)
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Floating Text - Create floating text that reads |cff00ff40IIIIIIIII... at (Position of Hero 0001 <gen>) with Z offset -100.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Wait 0.50 seconds
          • Floating Text - Destroy CastingBarVariable
          • Custom script: call DestroyTextTag (udg_CastingBarVariable)
          • Unit - Unpause Hero 0001 <gen>
          • Item - Create Tin Ore at tempPoint1
          • Game - Display to Player Group - Player 1 (Red) the text: (You have mined + (1 + ((Name of (Last created item)) + .)))
          • Hero - Give (Last created item) to Hero 0001 <gen>
          • Custom script: call RemoveLocation (udg_tempPoint1)
        • Else - Actions



  • Accidental Death
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set tempPoint1 = (Position of (Dying unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Dying unit)) Equal to Shelf
        • Then - Actions
          • Unit - Create 1 Shelf for Player 1 (Red) at tempPoint1 facing (Facing of (Dying unit)) degrees
          • Unit - Remove (Dying unit) from the game
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Dying unit)) Equal to Mailbox
            • Then - Actions
              • Unit - Create 1 Mailbox for Player 1 (Red) at tempPoint1 facing (Facing of (Dying unit)) degrees
              • Unit - Remove (Dying unit) from the game
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Dying unit)) Equal to Forge
                • Then - Actions
                  • Unit - Create 1 Forge for Player 1 (Red) at tempPoint1 facing (Facing of (Dying unit)) degrees
                  • Unit - Remove (Dying unit) from the game
                • Else - Actions
      • Custom script: call RemoveLocation (udg_tempPoint1)



  • Search Object 01
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Search
    • Actions
      • Set tempPoint1 = (Position of (Casting unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Target unit of ability being cast)) Equal to Shelf
        • Then - Actions
          • Set SearchVaribleObject[1] = (Random integer number between 1 and 2)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SearchVaribleObject[1] Equal to 1
            • Then - Actions
              • Set SearchedObjectVarible = (Target unit of ability being cast)
              • Unit - Pause SearchedObjectVarible
              • Item - Create Book of the Dead at tempPoint1
              • Hero - Give (Last created item) to (Casting unit)
              • Game - Display to Player Group - Player 1 (Red) the text: (While searching the + ((Name of SearchedObjectVarible) + ( you found + ((Name of (Last created item)) + .))))
              • Unit - Make SearchedUnitVarible Invulnerable
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SearchVaribleObject[1] Equal to 2
                • Then - Actions
                  • Set SearchedObjectVarible = (Target unit of ability being cast)
                  • Unit - Pause SearchedObjectVarible
                  • Item - Create Gerard's Lost Ledger at tempPoint1
                  • Hero - Give (Last created item) to (Casting unit)
                  • Game - Display to Player Group - Player 1 (Red) the text: (While searching the + ((Name of SearchedObjectVarible) + ( you found + ((Name of (Last created item)) + .))))
                  • Unit - Make SearchedUnitVarible Invulnerable
                • Else - Actions
        • Else - Actions
      • Custom script: call RemoveLocation (udg_tempPoint1)



  • Search Creep Body 01
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Search
    • Actions
      • Set tempPoint1 = (Position of (Target unit of ability being cast))
      • -------- REMEMBER TO ALWAYS PUT THE MESSAGE AFTER THE ITEM IS CREATED OR ELSE THE SYSTEM WILL GLITCH --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Target unit of ability being cast)) Equal to Evil Guard's Body (For testing search ability)
        • Then - Actions
          • Set SearchVaribleCreep[1] = (Random integer number between 1 and 3)
          • Set SearchedUnitVarible = (Target unit of ability being cast)
          • Unit - Pause SearchedUnitVarible
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SearchVaribleCreep[1] Equal to 1
            • Then - Actions
              • Item - Create Kelen's Dagger of Escape at (Position of (Casting unit))
              • Game - Display to Player Group - Player 1 (Red) the text: (While searching the + ((Name of SearchedUnitVarible) + ( you found + ((Name of (Last created item)) + .))))
              • Hero - Give (Last created item) to (Casting unit)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SearchVaribleCreep[1] Equal to 2
                • Then - Actions
                  • Item - Create Claws of Attack +15 at (Position of (Casting unit))
                  • Game - Display to Player Group - Player 1 (Red) the text: (While searching the + ((Name of SearchedUnitVarible) + ( you found + ((Name of (Last created item)) + .))))
                  • Hero - Give (Last created item) to (Casting unit)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SearchVaribleCreep[1] Equal to 3
                    • Then - Actions
                      • Item - Create Frostguard at (Position of (Casting unit))
                      • Game - Display to Player Group - Player 1 (Red) the text: (While searching the + ((Name of SearchedUnitVarible) + ( you found + ((Name of (Last created item)) + .))))
                      • Hero - Give (Last created item) to (Casting unit)
                    • Else - Actions
        • Else - Actions
      • Unit - Make SearchedUnitVarible Invulnerable
      • Unit - Remove (Target unit of ability being cast) from the game
      • Unit - Create a permanent Skeletal (Unit-type of (Target unit of ability being cast)) corpse for Neutral Passive at tempPoint1 facing (Facing of (Target unit of ability being cast)) degrees
      • Custom script: call RemoveLocation (udg_tempPoint1)



  • Banking System Initilization
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Set tempGroup1 = (Units of type Banker (For testing banking system))
      • Unit Group - Pick every unit in tempGroup1 and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to group_Bankers
      • Custom script: call DestroyGroup (udg_tempGroup1)
      • Custom script: call DestroyTrigger (GetTriggeringTrigger())
 
Level 19
Joined
Aug 8, 2007
Messages
2,765
1) Position of hero... nono... assign it to a variable and blahblah

4) Position of casting unit = nono

other than that i think your good
 

Deleted member 177737

D

Deleted member 177737

I've edited all of my triggers that work the same way as those two. +rep
 
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