- Joined
- Dec 6, 2008
- Messages
- 374
I have a problem with leaks in my map,i used Leak check from hive tools.But in game in still leaks,that leak check doesn't find,maybe,i don t know.
The trigger is for 12 players.So for other is like:
Trigger
Events
Time - timer[1,2,3...] expires
Conditions
Actions
For each (Integer A) from 1,2,3... to 1,2,3..., do (Actions)
Loop - Action
Here is the leak trigger?
The trigger is for 12 players.So for other is like:
Trigger
Events
Time - timer[1,2,3...] expires
Conditions
Actions
For each (Integer A) from 1,2,3... to 1,2,3..., do (Actions)
Loop - Action
Here is the leak trigger?
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Function
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Events
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Time - timer[1] expires
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Conditions
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Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Action
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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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arrow_distance[(Integer A)] less than MaxDistance[(Integer A)]
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Then - Action
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Set fly_distance[(Integer A)] = (MaxDistance[(Integer A)] / 2.00)
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Set arrow_distance[(Integer A)] = (arrow_distance[(Integer A)] + MaxSpeed[(Integer A)])
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Set AnglePoint = (Facing of arrow_projektil[(Integer A)])
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Set TempPoint2 = (Position of arrow_projektil[(Integer A)])
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Set TempPoint = (TempPoint2 offset by MaxSpeed[(Integer A)] towards AnglePoint degrees)
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Set Group = (Units within 55.00 of (Position of arrow_projektil[(Integer A)]) matching ((Matching unit) Nerovná se arrow_projektil[(Integer A)]))
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Unit - Move arrow_projektil[(Integer A)] instantly to TempPoint
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Custom script: call RemoveLocation(udg_TempPoint)
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Custom script: call RemoveLocation(udg_TempPoint2)
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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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arrow_distance[(Integer A)] less than fly_distance[(Integer A)]
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Then - actions
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Set fly_currhigh[(Integer A)] = (fly_currhigh[(Integer A)] + 6.00)
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Animation - Change arrow_projektil[(Integer A)] flying height to fly_currhigh[(Integer A)] at 0.00
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Else - action
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Set fly_currhigh[(Integer A)] = (fly_currhigh[(Integer A)] - 5.90)
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Animace - Change arrow_projektil[(Integer A)] flying height to fly_currhigh[(Integer A)] at 0.00
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Set arrow_target[(Integer A)] = (Random unit from Group)
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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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(Unit-type of arrow_target[(Integer A)]) equal to Tree
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Then - action
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Unit - Kill arrow_projektil[(Integer A)]
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Set arrow_projektil[(Integer A)] = no unit
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Set arrow_distance[(Integer A)] = 0.00
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Time - Stop timer[(Integer A)]
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Set arrow_target[(Integer A)] = No unit
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Set fly_currhigh[(Integer A)] = 0.00
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Set AnglePoint = 0.00
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Unit - Set mana of arrow_caster[(Integer A)] to 1.00
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Animation - Change arrow_caster[(Integer A)]'s animation speed to 100.00% of its original speed
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Else - action
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Condition
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arrow_target[(Integer A)] not equal to no unit
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arrow_target[(Integer A)] not equal to arrow_caster[(Integer A)]
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(arrow_target[(Integer A)] is dead) equal to FALSE
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fly_currhigh[(Integer A)] less or equal to 60.00
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of arrow_target[(Integer A)]) equal to Archer
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(Unit-type of arrow_target[(Integer A)]) equal to Arrow
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(Unit-type of arrow_target[(Integer A)]) equal to Arrow (Burner)
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(Unit-type of arrow_target[(Integer A)]) equal to Arrow (Cold)
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(Unit-type of arrow_target[(Integer A)]) equal to Arrow (Dark)
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(Unit-type of arrow_target[(Integer A)]) equal to Arrow (Fire)
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(Unit-type of arrow_target[(Integer A)]) equal to Arrow (Lighting)
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(Unit-type of arrow_target[(Integer A)]) equal to Arrow (Poison)
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Then - action
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Sound - Stop MetalLightSliceFlesh <gen> now
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Sound - Play MetalLightSliceFlesh <gen> at 100.00% volume, attached to arrow_projektil[(Integer A)]
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Unit - Cause arrow_caster[(Integer A)] to damage arrow_target[(Integer A)], dealing 100.00 damage of attack type Chaos and damage type Normal*
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Unit - Kill arrow_projektil[(Integer A)]
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Set arrow_projektil[(Integer A)] = no unit
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Set knockback_target[(Integer A)] = arrow_target[(Integer A)]
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Set knockback_integer[(Integer A)] = 24.00
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Time - Start timer2[(Integer A)] as a loop timer that will expire in 0.03 seconds
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Set arrow_distance[(Integer A)] = 0.00
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Timer - Stop timer[(Integer A)]
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Set arrow_target[(Integer A)] = no unit
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Set AnglePoint = 0.00
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Unit - Set mana of arrow_caster[(Integer A)] to 1.00
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Animation - Change arrow_caster[(Integer A)]'s animation speed to 100.00% of its original speed
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Else - Actions
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Custom script: call DestroyGroup(udg_Group)
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Else - Action
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Unit - Kill arrow_projektil[(Integer A)]
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Set arrow_projektil[(Integer A)] = no unit
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Time - Stop timer[(Integer A)]
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Set arrow_distance[(Integer A)] = 0.00
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Set arrow_target[(Integer A)] = no unit
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Set AnglePoint = 0.00
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Unit - Set mana of arrow_caster[(Integer A)] to 1.00
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Animation - Change arrow_caster[(Integer A)]'s animation speed to 100.00% of its original speed
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Custom script: call DestroyGroup(udg_Group)