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Not Completely map!!

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Level 9
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Jul 30, 2011
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i havent to create map my self, but i don't know wath is the : trigger, veriable, costum script!! Help me to complete my map(project) please!!

my map: View attachment WARICK v.1.2.w3x

some body help me please!!. i don't know how to spawn creep's, the creep's can attack, not move away. so just edit my map. hohohohohohoho!! hilp mi!! :ogre_icwydt::ogre_icwydt: huum.. do u think's is so easy?? tath cool man!! :ogre_haosis::ogre_haosis:

This is new map: http://www.epicwar.com/maps/187131/
 
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Level 16
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He's probably saying "Thank you, noob!", given that the user who helped him in fixing his leaks. At least in accordance to my limited knowledge of broken English, Engurishu, and horribly-mangled English.

And a note to thread creator: If you want people to help you, please start speaking in structurally correct English.
 
Level 8
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shit!! I'am not fully learned english (because, in my school, the english is not add.) T_T!!
I life on kumai

152290-albums921-picture51379.jpg
 
Level 16
Joined
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1,554
I corected memory leaks and now creeps attack. Your map is cool
Attached Files
File Type: w3x WARICK v.1.2.w3x (35.7 KB, 8 views)

i don't see anything fixed in that o.o the leaks still exist,
you couldve made a loop for summoning 2 footman, its more efficient,
  • For each (Integer A) from 1 to 2, do (Actions)
    • Loop - Actions
      • Unit - Create 1 Footman for Neutral Hostile at point[0] facing Default building facing degrees
      • Unit - Order (Last created unit) to Attack-Move To point[1]
and don't use arrays for this, since you don't need it in loops or anything,
it will work faster if you used 2 different variable.

its better to use "Map Initialization" Rather than Elapsed time is 0.0 sec,
since it will load on map loading.
  • Map initialization
a long trigger for elapsed time is 0.0 will make a very long load In-Game.

Your "Last created unit group" didn't refer to anything.

and you don't need unit group for that.

I fixed the triggers for ya.
  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Setting Up Creeps of Level [Integer] --------
      • Set UnitType[1] = Footman
      • Set UnitType[2] = Knight
      • -------- Setting Up Current Level --------
      • Set Level = 1
      • -------- Maximum number of Levels your map has. --------
      • Set MaxLevel = 2
      • Game - Display to (All players) the text: (Preparing Level + ((String(Level)) + ( : + (String(UnitType[Level])))))
  • Creeps Spawn Combined
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • -------- Initializing Points of spawn --------
      • Set TempPoint = (Center of Creeps <gen>)
      • Set TempPoint2 = (Center of WooV <gen>)
      • -------- Creating the units --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Unit - Create 1 UnitType[Level] for Neutral Hostile at TempPoint facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To TempPoint2
          • Unit Group - Add (Last created unit) to TotalGroup
          • Set LevelUnits = (LevelUnits + 1)
      • -------- Clearing Leaks --------
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveLocation(udg_TempPoint2)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • LevelUnits Greater than or equal to 40
        • Then - Actions
          • Set LevelUnits = 0
          • Set Level = (Level + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Level Greater than MaxLevel
            • Then - Actions
              • Trigger - Turn off (This trigger)
            • Else - Actions
              • Game - Display to (All players) the text: (Initializing Next Level + ((String(Level)) + ( : + (String(UnitType[Level])))))
        • Else - Actions
You can combine the 2 level trigger like this
and it makes things easier to configure levels too.
 
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Level 14
Joined
Sep 28, 2011
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But for the points variables i can say taking a point already made for creating a unit does not make a new point so it does not leaks
and this thing i did not corrected it beacause it was not in the request and so i think it were his will to cheking the last created unit group and things in map init does not make time gain beacause instead of being in the map it is in the loading and anyone hate longs loadings
 
Level 16
Joined
Aug 20, 2009
Messages
1,554
But the unit group you wanted to refer does not exist. you never created one.
thats my point.

well, clearing leaks as much as possible is great ain't it? o.o so why not?.

and "Map Initialization" by far a lot faster than loading in 0.1 sec time elapsed.
 
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