• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Trigger] Leak spells how to remove? 3 spells need help.

Status
Not open for further replies.
Level 19
Joined
Feb 15, 2008
Messages
2,184
  • Omnislash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Legolas Omnislash 4
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CL_Index[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Omnislash Loop <gen>
        • Else - Actions
      • Set CL_Index[1] = (CL_Index[1] + 1)
      • Set CL_Index[2] = (CL_Index[2] + 1)
      • Set CL_Caster[CL_Index[2]] = (Triggering unit)
      • Set CL_Player[CL_Index[2]] = (Owner of (Triggering unit))
      • Set CL_Target[CL_Index[2]] = (Target unit of ability being cast)
      • Set CL_AbilityLevel[CL_Index[2]] = (Level of Legolas Omnislash 4 for CL_Caster[CL_Index[2]])
      • Set CL_Boolean[CL_Index[2]] = True
      • Set CL_Slashes[CL_Index[2]] = (2 + (3 x CL_AbilityLevel[CL_Index[2]]))
      • Set CL_Damage[CL_Index[2]] = (75 x CL_AbilityLevel[CL_Index[2]])
      • Set CL_AOE[CL_Index[2]] = 800.00
      • Special Effect - Create a special effect attached to the weapon of CL_Caster[CL_Index[2]] using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
      • Set CL_FirstTarget[CL_Index[2]] = True
      • Set CL_Special[CL_Index[2]] = (Last created special effect)
      • Unit - Pause CL_Caster[CL_Index[2]]
      • Animation - Change CL_Caster[CL_Index[2]]'s vertex coloring to (40.00%, 40.00%, 40.00%) with 35.00% transparency
      • Animation - Change CL_Caster[CL_Index[2]]'s animation speed to 200.00% of its original speed
(Line: 23) (Word: 3) Special Effect Leak
Special Effect - Create a special effect attached to the weapon of CL_Caster[CL_Index[2]] using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
Special Effect - ^Leak

Scan Complete
Location leaks: 0
Special Effect leaks: 1
Lightning leaks: 0
Unit Group leaks: 0
Player Group leaks: 0

Variables
CL_Target[CL_Index[2]] : (Line: 17) Location - Removed: No
CL_Special[CL_Index[2]] : (Line: 25) Unit Group - Removed: No

Summary
Total Leaks: 1
Unremoved Variables: 2
Scan duration: 0 seconds
Total Lines Scanned: 29
Total Words Scanned: 175
Fixing Memory Leaks: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27219

  • Omnislash Loop
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • For each (Integer CL_Index[3]) from 1 to CL_Index[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CL_Boolean[CL_Index[3]] Equal to True
            • Then - Actions
              • Set CL_Slashes[CL_Index[3]] = (CL_Slashes[CL_Index[3]] - 1)
              • Set CL_Loc[1] = (Position of CL_Target[CL_Index[3]])
              • Set CL_Group[1] = (Units within CL_AOE[CL_Index[3]] of CL_Loc[1] matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of CL_Player[CL_Index[3]]) Equal to True))))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CL_FirstTarget[CL_Index[3]] Equal to True
                • Then - Actions
                  • Unit - Move CL_Caster[CL_Index[3]] instantly to CL_Loc[1]
                  • Unit - Make CL_Caster[CL_Index[3]] face CL_Loc[1] over 0.00 seconds
                  • Unit - Cause CL_Caster[CL_Index[3]] to damage CL_Target[CL_Index[3]], dealing (Real(CL_Damage[CL_Index[3]])) damage of attack type Normal and damage type Normal
                  • Animation - Play CL_Caster[CL_Index[3]]'s attack animation
                  • Special Effect - Create a special effect attached to the origin of CL_Caster[CL_Index[3]] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set CL_FirstTarget[CL_Index[3]] = False
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • CL_Slashes[CL_Index[3]] Greater than 0
                      • (Number of units in CL_Group[1]) Greater than 0
                    • Then - Actions
                      • Set CL_Victim[CL_Index[3]] = (Random unit from CL_Group[1])
                      • Set CL_Loc[2] = (Position of CL_Victim[CL_Index[3]])
                      • Set CL_Loc[3] = (CL_Loc[2] offset by 50.00 towards (Random angle) degrees)
                      • Unit - Move CL_Caster[CL_Index[3]] instantly to CL_Loc[3]
                      • Unit - Make CL_Caster[CL_Index[3]] face CL_Loc[2] over 0.00 seconds
                      • Unit - Cause CL_Caster[CL_Index[3]] to damage CL_Victim[CL_Index[3]], dealing (Real(CL_Damage[CL_Index[3]])) damage of attack type Normal and damage type Normal
                      • Animation - Play CL_Caster[CL_Index[3]]'s attack animation
                      • Special Effect - Create a special effect attached to the origin of CL_Caster[CL_Index[3]] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation( udg_CL_Loc[2] )
                      • Custom script: call RemoveLocation( udg_CL_Loc[3] )
                    • Else - Actions
                      • Set CL_Index[1] = (CL_Index[1] - 1)
                      • Set CL_Boolean[CL_Index[3]] = False
                      • Special Effect - Destroy CL_Special[CL_Index[3]]
                      • Unit - Unpause CL_Caster[CL_Index[3]]
                      • Animation - Change CL_Caster[CL_Index[3]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                      • Animation - Reset CL_Caster[CL_Index[3]]'s animation
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • CL_Index[1] Equal to 0
                        • Then - Actions
                          • Set CL_Index[2] = 0
                          • Trigger - Turn off (This trigger)
                        • Else - Actions
              • Custom script: call RemoveLocation( udg_CL_Loc[1] )
              • Custom script: call DestroyGroup( udg_CL_Group[1] )
            • Else - Actions
Scan Complete
Location leaks: 0
Special Effect leaks: 0
Lightning leaks: 0
Unit Group leaks: 0
Player Group leaks: 0

Variables
CL_Loc[1] : (Line: 13) Location - Removed: Yes
CL_Group[1] : (Line: 14) Unit Group - Removed: Yes
CL_Victim[CL_Index[3]] : (Line: 32) Location - Removed: No
CL_Loc[2] : (Line: 33) Location - Removed: Yes
CL_Loc[3] : (Line: 34) Location - Removed: Yes

Summary
Total Leaks: 0
Unremoved Variables: 1
Scan duration: 0 seconds
Total Lines Scanned: 60
Total Words Scanned: 413
Fixing Memory Leaks: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27219

  • Hook
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Gothmog Meat Hook 1
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PH_Index[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Hook Loop <gen>
        • Else - Actions
      • Set PH_Index[1] = (PH_Index[1] + 1)
      • Set PH_Index[2] = (PH_Index[2] + 1)
      • Set PH_Counter[PH_Index[2]] = 0
      • Set PH_Cast_Point = (Position of (Triggering unit))
      • Set PH_Target_Point = (Target point of ability being cast)
      • Set PH_Caster[PH_Index[2]] = (Triggering unit)
      • Unit - Pause PH_Caster[PH_Index[2]]
      • Animation - Play PH_Caster[PH_Index[2]]'s attack animation
      • Set PH_Hook_Angle[PH_Index[2]] = (Angle from PH_Cast_Point to PH_Target_Point)
      • Set PH_Near_Point = (PH_Cast_Point offset by 100.00 towards PH_Hook_Angle[PH_Index[2]] degrees)
      • Unit - Create 1 Hook for (Owner of PH_Caster[PH_Index[2]]) at PH_Near_Point facing Default building facing degrees
      • Set PH_Dummy[PH_Index[2]] = (Last created unit)
      • Set PH_Hooked_Is[PH_Index[2]] = False
      • Set PH_Hooked_Unit[PH_Index[2]] = No unit
      • Custom script: call RemoveLocation(udg_PH_Near_Point)
      • Custom script: call RemoveLocation(udg_PH_Cast_Point)
      • Custom script: call RemoveLocation(udg_PH_Target_Point)
      • Set PH_Damage = (100 x (Level of (Ability being cast) for PH_Caster[PH_Index[2]]))
      • Set PH_Distance = (15 + (5 x (Level of (Ability being cast) for PH_Caster[PH_Index[2]])))
Scan Complete
Location leaks: 0
Special Effect leaks: 0
Lightning leaks: 0
Unit Group leaks: 0
Player Group leaks: 0

Variables
PH_Cast_Point : (Line: 16) Location - Removed: Yes
PH_Target_Point : (Line: 17) Location - Removed: Yes
PH_Near_Point : (Line: 22) Location - Removed: Yes
PH_Dummy[PH_Index[2]] : (Line: 24) Unit Group - Removed: No

Summary
Total Leaks: 0
Unremoved Variables: 1
Scan duration: 0 seconds
Total Lines Scanned: 32
Total Words Scanned: 196
Fixing Memory Leaks: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27219

  • Hook Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer PH_Index[3]) from 1 to PH_Index[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PH_Counter[PH_Index[3]] Less than PH_Distance
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PH_Hooked_Is[PH_Index[3]] Equal to False
                • Then - Actions
                  • Set PH_Counter[PH_Index[3]] = (PH_Counter[PH_Index[3]] + 1)
                  • Set PH_Dummy_Point[PH_Index[3]] = (Position of PH_Dummy[PH_Index[3]])
                  • Set PH_Hook_Point[PH_Index[3]] = (PH_Dummy_Point[PH_Index[3]] offset by 30.00 towards PH_Hook_Angle[PH_Index[3]] degrees)
                  • Unit - Move PH_Dummy[PH_Index[3]] instantly to PH_Hook_Point[PH_Index[3]]
                  • Unit - Create 1 Effect for (Owner of PH_Caster[PH_Index[3]]) at PH_Dummy_Point[PH_Index[3]] facing PH_Hook_Angle[PH_Index[3]] degrees
                  • Unit - Turn collision for (Last created unit) Off
                  • Hashtable - Save Handle Of(Last created unit) as PH_Counter[PH_Index[3]] of PH_Index[3] in PH_Table
                  • Custom script: set bj_wantDestroyGroup = true
                  • Unit Group - Pick every unit in (Units within 64.00 of PH_Hook_Point[PH_Index[3]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of PH_Caster[PH_Index[3]])) Equal to True))) and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) is Magic Immune) Equal to False
                          • ((Picked unit) is A structure) Equal to False
                          • ((Picked unit) belongs to an ally of (Owner of PH_Caster[PH_Index[3]])) Equal to False
                          • PH_Hooked_Is[PH_Index[3]] Equal to False
                        • Then - Actions
                          • Set PH_Hooked_Unit[PH_Index[3]] = (Picked unit)
                          • Set PH_Hooked_Is[PH_Index[3]] = True
                          • Unit - Pause (Picked unit)
                          • Unit - Turn collision for (Picked unit) Off
                          • Unit - Cause PH_Caster[PH_Index[3]] to damage (Picked unit), dealing (Real(PH_Damage)) damage of attack type Spells and damage type Lightning
                        • Else - Actions
                  • Custom script: call RemoveLocation(udg_PH_Dummy_Point[udg_PH_Index[3]])
                  • Custom script: call RemoveLocation(udg_PH_Hook_Point[udg_PH_Index[3]])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PH_Counter[PH_Index[3]] Equal to PH_Distance
                    • Then - Actions
                      • Set PH_Hooked_Is[PH_Index[3]] = True
                      • Unit - Unpause PH_Caster[PH_Index[3]]
                    • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PH_Hooked_Is[PH_Index[3]] Equal to True
                • Then - Actions
                  • Set PH_Counter[PH_Index[3]] = (PH_Counter[PH_Index[3]] - 1)
                  • Set PH_Dummy_Point[PH_Index[3]] = (Position of PH_Dummy[PH_Index[3]])
                  • Set PH_Hook_Point[PH_Index[3]] = (PH_Dummy_Point[PH_Index[3]] offset by 30.00 towards (PH_Hook_Angle[PH_Index[3]] - 180.00) degrees)
                  • Set PH_Effect = (Load (PH_Counter[PH_Index[3]] + 1) of PH_Index[3] in PH_Table)
                  • Unit - Kill PH_Effect
                  • Unit - Remove PH_Effect from the game
                  • Unit - Move PH_Dummy[PH_Index[3]] instantly to PH_Hook_Point[PH_Index[3]]
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PH_Hooked_Unit[PH_Index[3]] Not equal to No unit
                    • Then - Actions
                      • Unit - Move PH_Hooked_Unit[PH_Index[3]] instantly to PH_Dummy_Point[PH_Index[3]]
                    • Else - Actions
                  • Custom script: call RemoveLocation(udg_PH_Dummy_Point[udg_PH_Index[3]])
                  • Custom script: call RemoveLocation(udg_PH_Hook_Point[udg_PH_Index[3]])
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PH_Counter[PH_Index[3]] Equal to 0
                • Then - Actions
                  • Unit - Kill PH_Dummy[PH_Index[3]]
                  • Unit - Remove PH_Dummy[PH_Index[3]] from the game
                  • Unit - Unpause PH_Caster[PH_Index[3]]
                  • Animation - Reset PH_Caster[PH_Index[3]]'s animation
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PH_Hooked_Unit[PH_Index[3]] Not equal to No unit
                    • Then - Actions
                      • Unit - Unpause PH_Hooked_Unit[PH_Index[3]]
                      • Unit - Turn collision for PH_Hooked_Unit[PH_Index[3]] On
                    • Else - Actions
                  • Set PH_Index[1] = (PH_Index[1] - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PH_Index[1] Equal to 0
                    • Then - Actions
                      • Set PH_Index[2] = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
(Line: 24) (Word: 7) Unit Group Leak
Unit Group - Pick every unit in (Units within 64.00 of PH_Hook_Point[PH_Index[3]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of PH_Caster[PH_Index[3]])) Equal to True))) and do (Actions)
Unit Group - Pick every unit in ^Leak

Scan Complete
Location leaks: 0
Special Effect leaks: 0
Lightning leaks: 0
Unit Group leaks: 1
Player Group leaks: 0

Variables
PH_Dummy_Point[PH_Index[3]] : (Line: 17) Location - Removed: No
PH_Hook_Point[PH_Index[3]] : (Line: 18) Location - Removed: No
PH_Dummy_Point[PH_Index[3]] : (Line: 54) Location - Removed: No
PH_Hook_Point[PH_Index[3]] : (Line: 55) Location - Removed: No

Summary
Total Leaks: 1
Unremoved Variables: 4
Scan duration: 0 seconds
Total Lines Scanned: 94
Total Words Scanned: 586
Fixing Memory Leaks: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27219

FOUND MORE SYSTEM!

  • Hero Select Tavern
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Game - Display to (All enemies of (Owner of (Sold unit))) the text: (((Name of (Owner of (Sold unit))) + has choosen ) + (Name of (Sold unit)))
      • Unit - Remove (Buying unit) from the game
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Owner of (Sold unit)) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Multiboard - Set the text for MainMultiboard item in column 1, row ((Player number of (Owner of (Sold unit))) + 1) to (Player_Colors[(Player number of (Owner of (Sold unit)))] + ((Name of (Owner of (Sold unit))) + (( + ((Proper name of (Sold unit)) + )|r))))
        • Else - Actions
          • Multiboard - Set the text for MainMultiboard item in column 1, row ((Player number of (Owner of (Sold unit))) + 2) to (Player_Colors[(Player number of (Owner of (Sold unit)))] + ((Name of (Owner of (Sold unit))) + (( + ((Proper name of (Sold unit)) + )|r))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Son of Thranduil Legolas
        • Then - Actions
          • Multiboard - Set the icon for MainMultiboard item in column 1, row PlayerMBSlot[(Player number of (Owner of (Sold unit)))] to ReplaceableTextures\CommandButtons\BTNHeroDemonHunter.blp
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True
            • Then - Actions
              • Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
              • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
            • Else - Actions
              • Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
              • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Sold unit)) Equal to Uruk-hai Leader Lurtz
            • Then - Actions
              • Multiboard - Set the icon for MainMultiboard item in column 1, row PlayerMBSlot[(Player number of (Owner of (Sold unit)))] to ReplaceableTextures\CommandButtons\BTNChaosWarlock.blp
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True
                • Then - Actions
                  • Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
                  • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
                • Else - Actions
                  • Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
                  • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Sold unit)) Equal to Uruk-hai Captain Ugluk
                • Then - Actions
                  • Multiboard - Set the icon for MainMultiboard item in column 1, row PlayerMBSlot[(Player number of (Owner of (Sold unit)))] to ReplaceableTextures\CommandButtons\BTNChaosGrom.blp
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True
                    • Then - Actions
                      • Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
                      • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
                    • Else - Actions
                      • Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
                      • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of (Sold unit)) Equal to Lieutenant of Mordor Gothmog
                    • Then - Actions
                      • Multiboard - Set the icon for MainMultiboard item in column 1, row PlayerMBSlot[(Player number of (Owner of (Sold unit)))] to ReplaceableTextures\CommandButtons\BTNAbomination.blp
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True
                        • Then - Actions
                          • Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
                          • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
                        • Else - Actions
                          • Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
                          • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Unit-type of (Sold unit)) Equal to Orc Captain Grishnakh
                        • Then - Actions
                          • Multiboard - Set the icon for MainMultiboard item in column 1, row PlayerMBSlot[(Player number of (Owner of (Sold unit)))] to ReplaceableTextures\CommandButtons\BTNDranaiAkama.blp
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True
                            • Then - Actions
                              • Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
                              • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
                            • Else - Actions
                              • Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
                              • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Unit-type of (Sold unit)) Equal to Lady of Lorien Galadriel
                            • Then - Actions
                              • Multiboard - Set the icon for MainMultiboard item in column 1, row PlayerMBSlot[(Player number of (Owner of (Sold unit)))] to ReplaceableTextures\CommandButtons\BTNNagaSeaWitch.blp
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Sold unit) belongs to an ally of Player 1 (Red)) Equal to True
                                • Then - Actions
                                  • Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
                                  • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
                                • Else - Actions
                                  • Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
                                  • Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
                            • Else - Actions
      • Selection - Select (Sold unit) for (Owner of (Sold unit))
(Line: 25) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 26) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 28) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 29) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 40) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 41) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 43) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 44) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 55) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 56) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 58) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 59) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 70) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 71) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 73) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 74) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 85) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 86) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 88) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 89) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 100) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn CT <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 101) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn CT <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

(Line: 103) (Word: 7) Location Leak
Unit - Move (Sold unit) instantly to (Center of Revive Spawn T <gen>)
Unit - Move (Sold unit) instantly to ^Leak

(Line: 104) (Word: 10) Location Leak
Camera - Pan camera for (Owner of (Sold unit)) to (Center of Revive Spawn T <gen>) over 0.00 seconds
Camera - Pan camera for (Owner of (Sold unit)) to ^Leak

Scan Complete
Location leaks: 24
Special Effect leaks: 0
Lightning leaks: 0
Unit Group leaks: 0
Player Group leaks: 0

Summary
Total Leaks: 24
Unremoved Variables: 0
Scan duration: 0 seconds
Total Lines Scanned: 107
Total Words Scanned: 1105
Fixing Memory Leaks: http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27219
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Omnislash doesn't leak.
The program detected a leak because it was a special effect that gets destroyed only in the second trigger (and the program isn't that smart).
No worries there.

The Hook-spell also doesn't leak, because apparently your program does not detect "set bj_wantDestroyGroup = true" as a solution to unit group leaks (which it is).


The hero select does indeed leak quite badly :/
I'll solve it if you can send me the map ^^
 
Level 19
Joined
Feb 15, 2008
Messages
2,184
Thnx pal. Realy good help. I hope you can help me more im willing to learn from you so i can do my own mega maps. Actually when this is finished its just the 3 modes in the other trigger thing im trying to learn. Then i think im close to done with 2 maps =) Realy cool maps to.
 
Status
Not open for further replies.
Top