Hello again masters of WC3 Editor!
As i have recently become aware of so many leaks in my game (that i hope can be replayable so leaks or gonna be a massive issue later).
I am trying my best to "fix" the leaks and i have run into a slight problem that i am really unsure how i should take action against.
I am using 3 different triggers where 1 "creates" a point and the other 2 can use it but if you use one of them the other gets nullified, and its player specific so i have 10 players using the same variable and you can see them below all 3 of them, i am just curious if there is a way to "remove" only 1 array of the variable and still have the other 9 use it and then all 10 if the "player" that was removed then uses it again? (if its all nonsense ill elaborate)
As i have recently become aware of so many leaks in my game (that i hope can be replayable so leaks or gonna be a massive issue later).
I am trying my best to "fix" the leaks and i have run into a slight problem that i am really unsure how i should take action against.
I am using 3 different triggers where 1 "creates" a point and the other 2 can use it but if you use one of them the other gets nullified, and its player specific so i have 10 players using the same variable and you can see them below all 3 of them, i am just curious if there is a way to "remove" only 1 array of the variable and still have the other 9 use it and then all 10 if the "player" that was removed then uses it again? (if its all nonsense ill elaborate)
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GoToInventory
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Events
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"Any - Player" types a chat message containing -inv as An exact match
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Conditions
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Actions
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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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(Triggering player) Equal to Player 1 (Red)
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Then - Actions
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Set VariableSet LastPortPoint[(Player number of (Triggering player))] = (Position of PlayerHero[(Player number of (Triggering player))])
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Set VariableSet Inventory1 = (Center of Inventory Player 1 <gen>)
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Unit - Pause PlayerHero[(Player number of (Triggering player))]
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Wait 5.00 seconds
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Selection - Select PlayerHero[(Player number of (Triggering player))] for (Triggering player)
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Unit - Move PlayerHero[(Player number of (Triggering player))] instantly to Inventory1
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Unit - Unpause PlayerHero[(Player number of (Triggering player))]
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Custom script: call RemoveLocation (udg_Inventory1)
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Else - Actions
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GoBack
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Events
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"Any - Player" types a chat message containing -back as An exact match
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Conditions
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Actions
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Set VariableSet CenterOfCurrentHome = (Center of CurrentHome[(Player number of (Owner of (Entering unit)))])
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Unit - Move PlayerHero[(Player number of (Triggering player))] instantly to LastPortPoint[(Player number of (Triggering player))]
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Selection - Select PlayerHero[(Player number of (Triggering player))] for (Triggering player)
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Set VariableSet LastPortPoint[(Player number of (Triggering player))] = CenterOfCurrentHome
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LetsGoHome
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Events
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"Any - Player" types a chat message containing -Home as An exact match
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Conditions
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Actions
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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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Then - Actions
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units currently selected by (Triggering player)) and do (Actions)
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Loop - Actions
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If ((Owner of (Picked unit)) Equal to (Triggering player)) then do (Unit - Move (Picked unit) instantly to CenterOfHome[(Player number of (Owner of (Picked unit)))]) else do (Do nothing)
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Set VariableSet LastPortPoint[(Player number of (Triggering player))] = CenterOfHome[(Player number of (Triggering player))]
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Else - Actions
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