- Joined
- Feb 20, 2007
- Messages
- 338
On my map I have three points where a lot of units will be spawned.
I have:
Hunter_Spawn, Grey_Spawn and Brown_Spawn are three permanent points. Ultimately something like 100 hunters may be spawned/created at the Hunter_Spawn point, 75 to 80 Wolves spawned at Both Grey and Brown points (assuming death of units through the game).
Once I set those points they are just three points and not being recreated each time I spawn a unit - right?
Also does the command Right-click X unit leak?
I'm using that a lot, having units right click the two player heroes and the computer hero not only upon creation, but also when the hero enters a region (12 triggering regions) where I am using variations on:
Is the Hunter command to patrol to TempPoint5 is the correct usage of cleaning up a leak point?
I know I have leaks - each time I test the map by the end sequence the game starts to lag.
Thanks
I have:
-
Grey Growth Purple
-
Events
- Player - Player 9 (Gray)'s Current lumber becomes Greater than or equal to 10.00
-
Conditions
- (Number of units in (Units owned by Player 3 (Teal))) Greater than 13
-
Actions
- Unit - Create 1 Timber Wolf for Player 4 (Purple) at Grey_Spawn facing (Random point in (Playable map area))
- Unit - Order (Last created unit) to Right-Click Arnada
- Player - Set Player 9 (Gray) Current lumber to 0
-
Events
-
Brown Hero Death
-
Events
- Unit - A unit Dies
-
Conditions
- (Dying unit) Equal to HERO_Brown
-
Actions
- Wait 9.00 seconds
- Hero - Instantly revive (Dying unit) at (Player 12 (Brown) start location), Show revival graphics
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
-
Loop - Actions
- Custom script: set bj_wantDestroyGroup = true
- Unit - Order (Picked unit) to Right-Click HERO_Brown
-
Loop - Actions
-
Events
-
Hunter Growth
-
Events
- Player - Player 2 (Blue)'s Current lumber becomes Greater than or equal to 12.00
-
Conditions
- (Number of units in (Units owned by Player 2 (Blue))) Less than or equal to 30
-
Actions
- Unit - Create 1 Hunter for Player 2 (Blue) at Hunter_Spawn facing (Random point in (Playable map area))
- Set TempPoint5 = (Random point in (Playable map area))
- Unit - Order (Last created unit) to Patrol To TempPoint5
- Custom script: call RemoveLocation( udg_TempPoint5 )
- Player - Set Player 2 (Blue) Current lumber to 0
-
Events
Hunter_Spawn, Grey_Spawn and Brown_Spawn are three permanent points. Ultimately something like 100 hunters may be spawned/created at the Hunter_Spawn point, 75 to 80 Wolves spawned at Both Grey and Brown points (assuming death of units through the game).
Once I set those points they are just three points and not being recreated each time I spawn a unit - right?
Also does the command Right-click X unit leak?
I'm using that a lot, having units right click the two player heroes and the computer hero not only upon creation, but also when the hero enters a region (12 triggering regions) where I am using variations on:
-
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Actions)
-
Loop - Actions
- Custom script: set bj_wantDestroyGroup = true
- Unit - Order (Picked unit) to Right-Click Sirius
-
Loop - Actions
Is the Hunter command to patrol to TempPoint5 is the correct usage of cleaning up a leak point?
I know I have leaks - each time I test the map by the end sequence the game starts to lag.
Thanks