- Joined
- Aug 14, 2006
- Messages
- 7,610
Hey.
I think this trigger leaks and I've no idea how to fix it. Please fix it for me and can I continue doing this boss spell!
Map attached. Trigger looks like this:
Rep + credits for the helper.
I think this trigger leaks and I've no idea how to fix it. Please fix it for me and can I continue doing this boss spell!
Map attached. Trigger looks like this:
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Damage
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Events
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Time - Every 0.30 seconds of game time
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Conditions
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Boss_Event Equal to True
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Actions
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Set Skull_Point[Skull_Counter] = (Position of AAAPhodom)
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Set Skull_Counter = (Skull_Counter + 1)
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Wait 1.00 seconds
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-------- --------
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Special Effect - Create a special effect at Skull_Point[1] using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
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Special Effect - Destroy (Last created special effect)
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Set TempGroup = (Units owned by Player 1 (Red))
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Set TempGroup2 = (Units within 100.00 of Skull_Point[1] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is in TempGroup) Equal to True) and ((Level of Invulnerable (Neutral) for (Matching unit)) Equal to 0))))
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Unit Group - Pick every unit in TempGroup2 and do (Actions)
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Loop - Actions
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Unit - Cause AAAPhodom to damage AAAPhodom, dealing 50.00 damage of attack type Spells and damage type Normal
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Custom script: call DestroyGroup(udg_TempGroup)
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Custom script: call DestroyGroup(udg_TempGroup2)
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Custom script: call RemoveLocation(udg_Skull_Point[1])
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-------- --------
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For each (Integer A) from 1 to (Skull_Counter - 1), do (Actions)
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Loop - Actions
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Set Skull_Point[(Integer A)] = Skull_Point[((Integer A) + 1)]
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Custom script: call RemoveLocation(udg_Skull_Point[udg_Skull_Counter])
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Set Skull_Counter = (Skull_Counter - 1)
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