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[Trigger] Leak Fix

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Mar 13, 2008
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How do I get ridd of these leaks:
  • Respawn
    • Events
      • Unit - A unit owned by Player 11 (Dark Green) Dies
    • Conditions
    • Actions
      • Set DyingUnit = (Unit-type of (Dying unit))
      • Set PositionUnit = (Position of (Dying unit))
      • Wait 15.00 seconds
      • Unit - Create 1 DyingUnit for (Owner of (Dying unit)) at PositionUnit facing (Random real number between 0.00 and 360.00) degrees
When I kill a unit before the dying unit spawns it spawns the mob I killed second.
 
Well first of all, dont use "dying unit". Use triggering unit instead.
Second, you dont need to set "dyingunit" = unittype of dying unit
Third, Set PositionUnit will work best to be set after the wait.
Fourth, Here is the trigger with destroyed leaks =)


  • Respawn
    • Events
      • Unit - A unit owned by Player 11 (Dark Green) Dies
    • Conditions
    • Actions
      • Wait 15.00 seconds
      • Set PositionUnit = (Position of (Triggering unit))
      • Unit - Create 1 (Unit-type of Triggering unit) for (Owner of (Triggering unit)) at PositionUnit facing (Random real number between 0.00 and 360.00) degrees
      • Custom script - call RemoveLocation( udg_PositionUnit )
Hope that helps
/regards

Also a suggestion would be to use 15 seconds polled wait instead of normal wait.
 
Yeah, it is bad.
What Eccho posted works but only if there are corpses and corpses stay for more than 15 seconds.
P.s. It is not 15 seconds, because Wait is very inaccurate
 
Absolutely :)
You did good(would have done the same thing) ;)
But he must know.
P.s. I tried repping you, but I must spread :D
 
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