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[Solved] Leak?

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Level 5
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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)
 
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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