Moderator
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Moderator
12:08, 16th Jan 2010
ap0calypse: Rejected
ap0calypse: Rejected
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ApprovedYou have enough leaks to cause this to be Rejected.
Melee Initialization

Events


Time - Every 5.00 seconds of game time

Conditions

Actions


Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Melee Initialization

Events


Time - Every 5.00 seconds of game time

Conditions

Actions


Set loc[1] = (Center of (Playable map area))


Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Melee Initialization

Events


Time - Every 5.00 seconds of game time

Conditions

Actions


Set loc[1] = (Center of (Playable map area))


Unit - Create 1 Footman for Player 1 (Red) at loc[1] facing Default building facing degrees
Melee Initialization

Events


Time - Every 5.00 seconds of game time

Conditions

Actions


Set loc[1] = (Center of (Playable map area))


Unit - Create 1 Footman for Player 1 (Red) at loc[1] facing Default building facing degrees


Custom script: call RemoveLocation(udg_loc[1])
Melee Initialization

Events


Time - Every 5.00 seconds of game time

Conditions

Actions


Set loc[1] = (Position of (Triggering unit))


Set loc[2] = (loc[1] offset by 200.00 towards 0.00 degrees)


Unit - Create 1 Footman for Player 1 (Red) at loc[2] facing Default building facing degrees


Custom script: call RemoveLocation(udg_loc[1])


Custom script: call RemoveLocation(udg_loc[2])
Actions

Set loc[1] = (Center of (Playable map area))

Special Effect - Create a special effect at loc[1] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl

Special Effect - Destroy (Last created special effect)

Custom script: call RemoveLocation(udg_loc[1])
Actions

For each (Integer LoopInt) from 1 to 10, do (Actions)


Loop - Actions



Set loc[LoopInt] = (Center of (Playable map area))



Unit - Create 1 Footman for Player 1 (Red) at loc[LoopInt] facing Default building facing degrees



Custom script: call RemoveLocation(udg_loc[udg_LoopInt])
Not really, he asked for an explanation so I give one xDOh ap0c I hope you don't type that for every map that has leaks.![]()
)Oh, no: you only need to remove unit group leaks when you actually use a unit group.thx, that's alot easier reading that the tut i had found
now mayB i can get somewhere lol
(is it better 2 use the variable "Unit" or just add it 2 a unit group then destroy the unit group?)
((is it also better 2 use above answer instead of "Sold Unit" ect?))
Actions

Set Loc = (Position of (Triggering unit))

Set TempGroup = (Units within 300.00 of Loc matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))

Unit Group - Pick every unit in TempGroup and do (Actions)


Loop - Actions



Unit - Cause (Triggering unit) to damage (Picked unit), dealing 500.00 damage of attack type Spells and damage type Normal

Custom script: call DestroyGroup(udg_TempGroup)

Custom script: call RemoveLocation(udg_Loc)
Oh, no: you only need to remove unit group leaks when you actually use a unit group.
When you sell/buy a unit, you don't actually use a unit group, you're just using 1 single unit... (you can't form a group on your own, can you? O_O).

Lol xDnvr know....give some noobs 2 much beer and they'll try
just thought I'd ask cuzz i saw 1 map that did it that way and all the triggers were really goofy lookin