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[Trigger] Lagg problem

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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.If there is all leak fixed,i will post a second trigger that maybe leaks ;/, but i think the wrong trigger is this.
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?

  • Function
    • Events
      • Time - timer[1] expires
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Action
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • arrow_distance[(Integer A)] less than MaxDistance[(Integer A)]
            • Then - Action
              • Set fly_distance[(Integer A)] = (MaxDistance[(Integer A)] / 2.00)
              • Set arrow_distance[(Integer A)] = (arrow_distance[(Integer A)] + MaxSpeed[(Integer A)])
              • Set AnglePoint = (Facing of arrow_projektil[(Integer A)])
              • Set TempPoint2 = (Position of arrow_projektil[(Integer A)])
              • Set TempPoint = (TempPoint2 offset by MaxSpeed[(Integer A)] towards AnglePoint degrees)
              • Set Group = (Units within 55.00 of TempPoint2 matching ((Matching unit) not equal to arrow_projektil[(Integer A)]))
              • Unit - Move arrow_projektil[(Integer A)] instantly to TempPoint
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Custom script: call RemoveLocation(udg_TempPoint2)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • arrow_distance[(Integer A)] less than fly_distance[(Integer A)]
                • Then - actions
                  • Set fly_currhigh[(Integer A)] = (fly_currhigh[(Integer A)] + 6.00)
                  • Animation - Change arrow_projektil[(Integer A)] flying height to fly_currhigh[(Integer A)] at 0.00
                • Else - action
                  • Set fly_currhigh[(Integer A)] = (fly_currhigh[(Integer A)] - 5.90)
                  • Animace - Change arrow_projektil[(Integer A)] flying height to fly_currhigh[(Integer A)] at 0.00
              • Set arrow_target[(Integer A)] = (Random unit from Group)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of arrow_target[(Integer A)]) equal to Tree
                • Then - action
                  • Unit - Kill arrow_projektil[(Integer A)]
                  • Set arrow_projektil[(Integer A)] = no unit
                  • Set arrow_distance[(Integer A)] = 0.00
                  • Time - Stop timer[(Integer A)]
                  • Set arrow_target[(Integer A)] = No unit
                  • Set fly_currhigh[(Integer A)] = 0.00
                  • Set AnglePoint = 0.00
                  • Unit - Set mana of arrow_caster[(Integer A)] to 1.00
                  • Animation - Change arrow_caster[(Integer A)]'s animation speed to 100.00% of its original speed
                • Else - action
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Condition
                      • arrow_target[(Integer A)] not equal to no unit
                      • arrow_target[(Integer A)] not equal to arrow_caster[(Integer A)]
                      • (arrow_target[(Integer A)] is dead) equal to FALSE
                      • fly_currhigh[(Integer A)] less or equal to 60.00
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Unit-type of arrow_target[(Integer A)]) equal to Archer
                          • (Unit-type of arrow_target[(Integer A)]) equal to Arrow
                          • (Unit-type of arrow_target[(Integer A)]) equal to Arrow (Burner)
                          • (Unit-type of arrow_target[(Integer A)]) equal to Arrow (Cold)
                          • (Unit-type of arrow_target[(Integer A)]) equal to Arrow (Dark)
                          • (Unit-type of arrow_target[(Integer A)]) equal to Arrow (Fire)
                          • (Unit-type of arrow_target[(Integer A)]) equal to Arrow (Lighting)
                          • (Unit-type of arrow_target[(Integer A)]) equal to Arrow (Poison)
                    • Then - action
                      • Sound - Stop MetalLightSliceFlesh <gen> now
                      • Sound - Play MetalLightSliceFlesh <gen> at 100.00% volume, attached to arrow_projektil[(Integer A)]
                      • Unit - Cause arrow_caster[(Integer A)] to damage arrow_target[(Integer A)], dealing 100.00 damage of attack type Chaos and damage type Normal*
                      • Unit - Kill arrow_projektil[(Integer A)]
                      • Set arrow_projektil[(Integer A)] = no unit
                      • Set knockback_target[(Integer A)] = arrow_target[(Integer A)]
                      • Set knockback_integer[(Integer A)] = 24.00
                      • Time - Start timer2[(Integer A)] as a loop timer that will expire in 0.03 seconds
                      • Set arrow_distance[(Integer A)] = 0.00
                      • Timer - Stop timer[(Integer A)]
                      • Set arrow_target[(Integer A)] = no unit
                      • Set AnglePoint = 0.00
                      • Unit - Set mana of arrow_caster[(Integer A)] to 1.00
                      • Animation - Change arrow_caster[(Integer A)]'s animation speed to 100.00% of its original speed
                    • Else - Actions
              • Custom script: call DestroyGroup(udg_Group)
            • Else - Action
              • Unit - Kill arrow_projektil[(Integer A)]
              • Set arrow_projektil[(Integer A)] = no unit
              • Time - Stop timer[(Integer A)]
              • Set arrow_distance[(Integer A)] = 0.00
              • Set arrow_target[(Integer A)] = no unit
              • Set AnglePoint = 0.00
              • Unit - Set mana of arrow_caster[(Integer A)] to 1.00
              • Animation - Change arrow_caster[(Integer A)]'s animation speed to 100.00% of its original speed
          • Custom script: call DestroyGroup(udg_Group)
 
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