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Help with a leak

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Level 6
Joined
Sep 26, 2007
Messages
114
Hey could any one help me with a leak in my map
not sure which trigger is causeing it
but if some one can tell me which one it is then sweet
and tell me how to fix it :)

Map
Defend the king/warlord
vers 1.5.1
 

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  • Defend the King or Warlord 1.5.1.w3x
    72.6 KB · Views: 46
Level 5
Joined
Apr 12, 2007
Messages
158
Well, you're leaking point locations on trigger "Teleport" and "Teleport 2".

How to Fix
1. Set (Point-type Variable) = (Point of a Location) on each of the trigger
EX: Set TempPoint[0] = Center of Region <gen>

2. Add in to each of the trigger, if it has variable, Custom Script: call RemoveLocation(udg_[Insert Point Variable's name[If any Array Numbers are used])

EX: Custom Script: call RemoveLocation(udg_TempPoint[0])
 

Attachments

  • Teleporttrigger.JPG
    Teleporttrigger.JPG
    46.2 KB · Views: 129
  • Teleporttrigger2.JPG
    Teleporttrigger2.JPG
    46.6 KB · Views: 139
Level 6
Joined
Sep 26, 2007
Messages
114
Hey
thanx
But i did the fixes but the we wont save dosnt like the fix

This is what i got
  • Teleport 2
    • Events
      • Unit - A unit enters Teleport 07 <gen>
      • Unit - A unit enters Teleport 08 <gen>
      • Unit - A unit enters Teleport 09 <gen>
      • Unit - A unit enters Teleport 10 <gen>
      • Unit - A unit enters Teleport 11 <gen>
      • Unit - A unit enters Teleport 12 <gen>
      • Unit - A unit enters Teleport 14 <gen>
    • Conditions
    • Actions
      • Set Temp_Point[1] = Teleport 15 <gen>
      • Unit - Move (Triggering unit) instantly to Teleport2
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
      • Set LeakFixed = (Position of Defend the Warlord 0034 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To LeakFixed) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_LeakFixed)
and

  • Teleport
    • Events
      • Unit - A unit enters Teleport 01 <gen>
      • Unit - A unit enters Teleport 02 <gen>
      • Unit - A unit enters Teleport 03 <gen>
      • Unit - A unit enters Teleport 04 <gen>
      • Unit - A unit enters Teleport 05 <gen>
      • Unit - A unit enters Teleport 06 <gen>
      • Unit - A unit enters Teleport 13 <gen>
    • Conditions
    • Actions
      • Set Temp_Point[0] = Teleport 16 <gen>
      • Unit - Move (Triggering unit) instantly to Teleport1
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set LeakFixed = (Position of Defend the King 0021 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To LeakFixed) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_LeakFixed)
 
Last edited:
Level 5
Joined
Apr 12, 2007
Messages
158
I did the same way you did except there is no two point-type variables in the triggers. I just used one with an array and haven't got an error from saving. See below:

  • Teleport
    • Events
      • Unit - A unit enters Teleport 01 <gen>
      • Unit - A unit enters Teleport 02 <gen>
      • Unit - A unit enters Teleport 03 <gen>
      • Unit - A unit enters Teleport 04 <gen>
      • Unit - A unit enters Teleport 05 <gen>
      • Unit - A unit enters Teleport 06 <gen>
      • Unit - A unit enters Teleport 13 <gen>
    • Conditions
    • Actions
      • Set TempPoint[0] = (Center of Teleport 16 <gen>)
      • Unit - Move (Triggering unit) instantly to TempPoint[0]
      • Custom script: call RemoveLocation(udg_TempPoint[0])
      • Set TempPoint[1] = (Position of Defend the King 0021 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To TempPoint[1]) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_TempPoint[1])
  • Teleport 2
    • Events
      • Unit - A unit enters Teleport 07 <gen>
      • Unit - A unit enters Teleport 08 <gen>
      • Unit - A unit enters Teleport 09 <gen>
      • Unit - A unit enters Teleport 10 <gen>
      • Unit - A unit enters Teleport 11 <gen>
      • Unit - A unit enters Teleport 12 <gen>
      • Unit - A unit enters Teleport 14 <gen>
    • Conditions
    • Actions
      • Set TempPoint[0] = (Center of Teleport 15 <gen>)
      • Unit - Move (Triggering unit) instantly to (Center of Teleport 15 <gen>)
      • Custom script: call RemoveLocation(udg_TempPoint[0])
      • Set TempPoint[1] = (Position of Defend the Warlord 0034 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To (Position of Defend the Warlord 0034 <gen>)) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_TempPoint[1])
Note: The RemoveLocation custom script removes the value of a point-type variable.
 
Level 6
Joined
Sep 26, 2007
Messages
114
I can only get this i cant getit to look like yours...
  • Teleport
    • Events
      • Unit - A unit enters Teleport 01 <gen>
      • Unit - A unit enters Teleport 02 <gen>
      • Unit - A unit enters Teleport 03 <gen>
      • Unit - A unit enters Teleport 04 <gen>
      • Unit - A unit enters Teleport 05 <gen>
      • Unit - A unit enters Teleport 06 <gen>
      • Unit - A unit enters Teleport 13 <gen>
    • Conditions
    • Actions
      • Set Temp_Point[0] = (Center of Teleport 16 <gen>)
      • Unit - Move (Triggering unit) instantly to (Center of Teleport 16 <gen>)
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set Temp_Point[1] = (Position of Defend the King 0021 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack Defend the King 0021 <gen>) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
 
Level 5
Joined
Apr 12, 2007
Messages
158
@ace992: I think you wanted the fifth line of each trigger to be this:

  • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To Temp_Point[1]) else do (Do nothing)
Instead of something like this:

  • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack Defend the King 0021 <gen>) else do (Do nothing)
Right?
 
Level 6
Joined
Sep 26, 2007
Messages
114
Ok i think i have fixed it
leak check says that no leaks
  • Teleport 2
    • Events
      • Unit - A unit enters Teleport 07 <gen>
      • Unit - A unit enters Teleport 08 <gen>
      • Unit - A unit enters Teleport 09 <gen>
      • Unit - A unit enters Teleport 10 <gen>
      • Unit - A unit enters Teleport 11 <gen>
      • Unit - A unit enters Teleport 12 <gen>
      • Unit - A unit enters Teleport 14 <gen>
    • Conditions
    • Actions
      • Set Temp_Point[0] = (Center of Teleport 15 <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point[0]
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set Temp_Point[1] = (Position of Defend the Warlord 0034 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack Defend the Warlord 0034 <gen>) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
  • Teleport
    • Events
      • Unit - A unit enters Teleport 01 <gen>
      • Unit - A unit enters Teleport 02 <gen>
      • Unit - A unit enters Teleport 03 <gen>
      • Unit - A unit enters Teleport 04 <gen>
      • Unit - A unit enters Teleport 05 <gen>
      • Unit - A unit enters Teleport 06 <gen>
      • Unit - A unit enters Teleport 13 <gen>
    • Conditions
    • Actions
      • Set Temp_Point[0] = (Center of Teleport 16 <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point[0]
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set Temp_Point[1] = (Position of Defend the King 0021 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack Defend the King 0021 <gen>) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
So is this right?
 
Level 5
Joined
Apr 12, 2007
Messages
158
No, it's still leaking a little. On the fifth line (please refer to my last post above), change Unit - Order (Triggering Unit) to Attack part to Unit - Order (Triggering Unit) to Attack Move. When that's done, you're all set to go unless there are any other problems/questions. :)
 
Level 5
Joined
Apr 12, 2007
Messages
158
You want those guys being transported to the area to fight their way to the other side yes? If so, then on the "Then" part, change Unit - Issue Order Targeting A Unit to Unit - Issue Order Targeting A Point. I think you know how to do the rest from there. Otherwise if not, then just delete the Set TempPoint[1] and the Custom Script for it.
 
Level 6
Joined
Sep 26, 2007
Messages
114
ok got it now will post the trigger in a min

  • Teleport
    • Events
      • Unit - A unit enters Teleport 01 <gen>
      • Unit - A unit enters Teleport 02 <gen>
      • Unit - A unit enters Teleport 03 <gen>
      • Unit - A unit enters Teleport 04 <gen>
      • Unit - A unit enters Teleport 05 <gen>
      • Unit - A unit enters Teleport 06 <gen>
      • Unit - A unit enters Teleport 13 <gen>
    • Conditions
    • Actions
      • Set Temp_Point[0] = (Center of Teleport 16 <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point[0]
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set Temp_Point[1] = (Position of Defend the King 0021 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To Temp_Point[1]) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
  • Teleport 2
    • Events
      • Unit - A unit enters Teleport 07 <gen>
      • Unit - A unit enters Teleport 08 <gen>
      • Unit - A unit enters Teleport 09 <gen>
      • Unit - A unit enters Teleport 10 <gen>
      • Unit - A unit enters Teleport 11 <gen>
      • Unit - A unit enters Teleport 12 <gen>
      • Unit - A unit enters Teleport 14 <gen>
    • Conditions
    • Actions
      • Set Temp_Point[0] = (Center of Teleport 15 <gen>)
      • Unit - Move (Triggering unit) instantly to Temp_Point[0]
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set Temp_Point[1] = (Position of Defend the Warlord 0034 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To Temp_Point[1]) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
 
Level 6
Joined
Sep 26, 2007
Messages
114
Ok i i got a mem crash still i used the leak checker on every trigger none left so im a bit lost
uploaded latest version
could it be that i have protected the map?
Note this uploaded version is unprotected
 

Attachments

  • Defend the King or Warlord 1.5.2.w3x
    75.1 KB · Views: 35
Level 5
Joined
Apr 12, 2007
Messages
158
Did anything happen before the memory crash occurred? Unit transported to another area, triggered spells, special effects, trigger command, opening/closing gates, etc. etc.?
 
Level 5
Joined
Apr 12, 2007
Messages
158
Augh, sorry, I can't find the source of the memory crash. :/ Try again and see if it doesn't happen again.
 
Level 6
Joined
Sep 26, 2007
Messages
114
still getting a leak i used the leak checker on every trigger and it found nothing please can any one help me :(
i am hopeing this will fix it
  • unit leak
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Unit - Remove (Triggering unit) from the game
 

Attachments

  • Defend the Realm 1.5.4c.w3x
    79.3 KB · Views: 39
Last edited:
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