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[Trigger] Position

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Well there are 3 types of pings. But chose which one you need yourself
you can find it under cinematic actions:
  • Cinematic - Ping minimap for (All players) at (Center of (Playable map area)) for 5.00 seconds, using a Flashy ping of color (100.00%, 100.00%, 100.00%)
When using it in your trigger simply do something like this:

  • Event:
  • player types a message -position
  • Conditions:
  • Actions:
  • set temppoint = position of "your hero"
  • Cinematic - Ping minimap for (All players) at temppoint for <5.00> seconds, using a <Flashy> ping of color (100.00%, 100.00%, 100.00%)
  • custom script: call RemoveLocation(udg_temppoint)
  • custom script: set temppoint = null
 
This system is easy as pie, will edit later with full triggers.


  • Ping
    • Events
      • Player - Player 1 (Red) types a chat message containing -position as An exact match
    • Conditions
    • Actions
      • Set Hero_Location = (Position of Blood Mage 0000 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
      • Set Hero_Location = (Position of Blood Mage 0001 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
      • Set Hero_Location = (Position of Blood Mage 0002 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 100.00%, 100.00%)
      • Custom script: call RemoveLocation(udg_Hero_Location)
 
Last edited:
This system is easy as pie, will edit later with full triggers.


  • Ping
    • Events
      • Player - Player 1 (Red) types a chat message containing -position as An exact match
    • Conditions
    • Actions
      • Set Hero_Location = (Position of Blood Mage 0000 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (100.00%, 0.00%, 0.00%)
      • Set Hero_Location = (Position of Blood Mage 0001 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 0.00%, 100.00%)
      • Set Hero_Location = (Position of Blood Mage 0002 <gen>)
      • Cinematic - Ping minimap for (All players) at Hero_Location for 2.00 seconds, using a Simple ping of color (0.00%, 100.00%, 100.00%)
      • Custom script: call RemoveLocation(udg_Hero_Location)

Beside the fact that you leak two points, no need to repeat what others said already.
 
You have gotten things wrong.
When you use Position of Blood Mage 0000 <gen> a location is created you have to remove that location each time it is created.
 
Since It's the same variable, it wont leak, right?

I explain this at about every thread here and you people still don't get it D:

When declare a value to a point, group, sfx, etc, it creates an OBJECT of that value.
If you declare it with a variable, that variable only points to that object. Therefor, you created 3 location objects (which are structs holding three floats/integers (x,y,z) if it means anything to you) and yet you removed only the last one.
 
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