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[Solved] Leak?

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Level 5
Joined
Sep 21, 2012
Messages
68
Does this following trigger leak?

  • Treant Spawn
    • Events
      • Time - Every 6.80 seconds of game time
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in Treant Zone <gen> matching ((((Matching unit) is A Hero) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))) Greater than (>) 0
        • Then - Actions
          • Set Treant_Player = (Number of units in (Units in Treant Zone <gen> matching ((((Matching unit) is A Hero) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True))))
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Number of units in (Units in Treant Zone <gen> matching (((Owner of (Matching unit)) Equal to (==) Player 12 (Brown)) and (((Matching unit) is alive) Equal to (==) True)))) Less than (<) (7 + (3 x Treant_Player))
              • Then - Actions
                • Set Treant_Point = (Random point in Treant_Region[(Random integer number between 1 and 11)])
                • Unit - Create 1 NgÂêi C©y CÊp 1 for Player 12 (Brown) at Treant_Point facing Default building facing (270.0) degrees
                • Custom script: call RemoveLocation(udg_Treant_Point)
                • Set Treant_Point = (Random point in Treant_Region[(Random integer number between 1 and 11)])
                • Unit - Create 1 NgÂêi C©y CÊp 1 for Player 12 (Brown) at Treant_Point facing Default building facing (270.0) degrees
                • Custom script: call RemoveLocation(udg_Treant_Point)
                • Set Treant_Point = (Random point in Treant_Region[(Random integer number between 1 and 11)])
                • Unit - Create 1 NgÂêi C©y CÊp 1 for Player 12 (Brown) at Treant_Point facing Default building facing (270.0) degrees
                • Custom script: call RemoveLocation(udg_Treant_Point)
                • Set Treant_Point = (Random point in Treant_Region[(Random integer number between 1 and 11)])
                • Unit - Create 1 NgÂêi C©y CÊp 2 for Player 12 (Brown) at Treant_Point facing Default building facing (270.0) degrees
                • Custom script: call RemoveLocation(udg_Treant_Point)
                • Set Treant_Point = (Random point in Treant_Region[(Random integer number between 1 and 11)])
                • Unit - Create 1 NgÂêi C©y CÊp 2 for Player 12 (Brown) at Treant_Point facing Default building facing (270.0) degrees
                • Custom script: call RemoveLocation(udg_Treant_Point)
                • Set Treant_Point = (Random point in Treant_Region[(Random integer number between 1 and 11)])
                • Unit - Create 1 NgÂêi C©y CÊp 3 for Player 12 (Brown) at Treant_Point facing Default building facing (270.0) degrees
                • Set Monster_BuffCount = (Random integer number between 1 and 7)
                • Unit - Add Monster_Buff[Monster_BuffCount] to (Last created unit)
                • Custom script: call RemoveLocation(udg_Treant_Point)
              • Else - Actions
        • Else - Actions
          • Custom script: set bj_wantDestroyGroup=true
          • Unit Group - Pick every unit in (Units in Treant Zone <gen> matching (((Owner of (Matching unit)) Equal to (==) Player 12 (Brown)) and (((Matching unit) is in Boss_Group) Equal to (==) False))) and do (Unit - Remove (Picked unit) from the game)
 

Jampion

Code Reviewer
Level 15
Joined
Mar 25, 2016
Messages
1,327
Yes. When you use "number of units in unit group" the unit group must be destroyed.
 
Level 5
Joined
Sep 21, 2012
Messages
68
  • Troll Spawn
    • Events
      • Time - Every 6.05 seconds of game time
    • Conditions
    • Actions
      • Set Troll_Group = (Units in Troll Zone <gen> matching ((((Matching unit) is A Hero) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
      • Set Troll_Group2 = (Units in Troll Zone <gen> matching (((Owner of (Matching unit)) Equal to (==) Player 12 (Brown)) and (((Matching unit) is alive) Equal to (==) True)))
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Number of units in Troll_Group) Greater than (>) 0
          • Then - Actions
            • Set Troll_Player = (Number of units in Troll_Group)
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Number of units in Troll_Group2) Less than (<) (7 + (5 x Troll_Player))
                • Then - Actions
                  • Set Troll_Point = (Random point in Troll_Region[(Random integer number between 1 and 11)])
                  • Unit - Create 1 Quû Rõng CÊp 1 for Player 12 (Brown) at Troll_Point facing Default building facing (270.0) degrees
                  • Custom script: call RemoveLocation(udg_Troll_Point)
                  • Set Troll_Point = (Random point in Troll_Region[(Random integer number between 1 and 11)])
                  • Unit - Create 1 Quû Rõng CÊp 1 for Player 12 (Brown) at Troll_Point facing Default building facing (270.0) degrees
                  • Custom script: call RemoveLocation(udg_Troll_Point)
                  • Set Troll_Point = (Random point in Troll_Region[(Random integer number between 1 and 11)])
                  • Unit - Create 1 Quû Rõng CÊp 1 for Player 12 (Brown) at Troll_Point facing Default building facing (270.0) degrees
                  • Custom script: call RemoveLocation(udg_Troll_Point)
                  • Set Troll_Point = (Random point in Troll_Region[(Random integer number between 1 and 11)])
                  • Unit - Create 1 Quû Rõng CÊp 2 for Player 12 (Brown) at Troll_Point facing Default building facing (270.0) degrees
                  • Custom script: call RemoveLocation(udg_Troll_Point)
                  • Set Troll_Point = (Random point in Troll_Region[(Random integer number between 1 and 11)])
                  • Unit - Create 1 Quû Rõng CÊp 2 for Player 12 (Brown) at Troll_Point facing Default building facing (270.0) degrees
                  • Custom script: call RemoveLocation(udg_Troll_Point)
                  • Set Troll_Point = (Random point in Troll_Region[(Random integer number between 1 and 11)])
                  • Unit - Create 1 Quû Rõng CÊp 3 for Player 12 (Brown) at Troll_Point facing Default building facing (270.0) degrees
                  • Set Monster_BuffCount = (Random integer number between 1 and 7)
                  • Unit - Add Monster_Buff[Monster_BuffCount] to (Last created unit)
                  • Custom script: call RemoveLocation(udg_Troll_Point)
                • Else - Actions
          • Else - Actions
            • Custom script: set bj_wantDestroyGroup=true
            • Unit Group - Pick every unit in (Units in Troll Zone <gen> matching (((Owner of (Matching unit)) Equal to (==) Player 12 (Brown)) and (((Matching unit) is in Boss_Group) Equal to (==) False))) and do (Unit - Remove (Picked unit) from the game)
      • Custom script: call DestroyGroup(udg_Troll_Group2)
      • Custom script: call DestroyGroup(udg_Troll_Group)
So this will cause no more leak right?
 
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