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[Trigger] Leak or not?

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  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • Then - Actions
    • Else - Actions
  • Else - Actions
    • Set HA_Dur[HA] = (HA_Dur[HA] 0.05)
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • HA_Order[HA] Equal to (==) 0.75
        • Then - Actions
          • Set HA_Order[HA] = 0.00
          • Animation - Change HA_GhostAgi[HA] flying height to (Random real number between 1.00 and 500.00) at 650.00
          • Animation - Change HA_GhostInt[HA] flying height to (Random real number between 1.00 and 500.00) at 650.00
          • Animation - Change HA_GhostStr[HA] flying height to (Random real number between 1.00 and 500.00) at 650.00
          • Set GlobalPoint[1] = (Position of HA_GhostStr[HA])
          • Set GlobalPoint[2] = (Position of HA_GhostAgi[HA])
          • Set GlobalPoint[3] = (Position of HA_GhostInt[HA])
          • Set GlobalPoint[4] = (Position of HA_Caster[HA])
          • Unit - Order HA_GhostStr[HA] to Move To (Random point in (Region centered at GlobalPoint[4] with size (1200.00, 1200.00)))
          • Unit - Order HA_GhostAgi[HA] to Move To (Random point in (Region centered at GlobalPoint[4] with size (1200.00, 1200.00)))
          • Unit - Order HA_GhostInt[HA] to Move To (Random point in (Region centered at GlobalPoint[4] with size (1200.00, 1200.00)))
          • Custom script: set bj_wantDestroyGroup = true
          • Set GlobalGroup[0] = (Units within 100.00 of GlobalPoint[1] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and ((((Matching unit) belongs to an ally of (Owner of HA_Caster[HA])) Equal to (==) False) and (((Mat
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in GlobalGroup[0] and do (Actions)
            • Loop - Actions
              • Unit - Cause HA_GhostStr[HA] to damage (Picked unit), dealing (Real(HA_DamageStr[HA])) damage of attack type Hero and damage type Universal
          • Custom script: set bj_wantDestroyGroup = true
          • Set GlobalGroup[1] = (Units within 100.00 of GlobalPoint[2] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and ((((Matching unit) belongs to an ally of (Owner of HA_Caster[HA])) Equal to (==) False) and (((Mat
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in GlobalGroup[1] and do (Actions)
            • Loop - Actions
              • Unit - Cause HA_GhostAgi[HA] to damage (Picked unit), dealing (Real(HA_DamageAgi[HA])) damage of attack type Hero and damage type Universal
          • Custom script: set bj_wantDestroyGroup = true
          • Set GlobalGroup[2] = (Units within 100.00 of GlobalPoint[3] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and ((((Matching unit) belongs to an ally of (Owner of HA_Caster[HA])) Equal to (==) False) and (((Mat
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in GlobalGroup[2] and do (Actions)
            • Loop - Actions
              • Unit - Cause HA_GhostInt[HA] to damage (Picked unit), dealing (Real(HA_DamageInt[HA])) damage of attack type Hero and damage type Universal
          • Custom script: call RemoveLocation(udg_GlobalPoint[1])
          • Custom script: call RemoveLocation(udg_GlobalPoint[2])
          • Custom script: call RemoveLocation(udg_GlobalPoint[3])
          • Custom script: call RemoveLocation(udg_GlobalPoint[4])
        • Else - Actions
          • Set HA_Order[HA] = (HA_Order[HA] 0.05)
Need some advice on this
 

Bribe

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Joined
Sep 26, 2009
Messages
9,404
You can change every instance of this:

  • Custom script: set bj_wantDestroyGroup = true
  • Set GlobalGroup[2] = (Units within ...
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in GlobalGroup[2] and do (Actions)
    • Loop - Actions
To:

  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in (Units within ...) and do (Actions)
    • Loop - Actions
It does not appear to leak.
 
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