- Joined
- Aug 14, 2006
- Messages
- 7,602
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:
-
Damage
-
Events
- Time - Every 0.30 seconds of game time
-
Conditions
- Boss_Event Equal to True
-
Actions
- Set Skull_Point[Skull_Counter] = (Position of AAAPhodom)
- Set Skull_Counter = (Skull_Counter + 1)
- Wait 1.00 seconds
- -------- --------
- Special Effect - Create a special effect at Skull_Point[1] using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
- Special Effect - Destroy (Last created special effect)
- Set TempGroup = (Units owned by Player 1 (Red))
- 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
- Unit - Cause AAAPhodom to damage AAAPhodom, dealing 50.00 damage of attack type Spells and damage type Normal
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempGroup)
- Custom script: call DestroyGroup(udg_TempGroup2)
- Custom script: call RemoveLocation(udg_Skull_Point[1])
- -------- --------
-
For each (Integer A) from 1 to (Skull_Counter - 1), do (Actions)
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Loop - Actions
- Set Skull_Point[(Integer A)] = Skull_Point[((Integer A) + 1)]
-
Loop - Actions
- Custom script: call RemoveLocation(udg_Skull_Point[udg_Skull_Counter])
- Set Skull_Counter = (Skull_Counter - 1)
-
Events