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question on wait in this trigger (wait without varriables = MPI still?)

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Level 15
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Jul 9, 2008
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i have this spell that uses a missle system and when it takes some time b4 the missles hit the ground and i want to do bla bla bla to the units when they are hit so i added a wait to wait untill the missle hits the units.

here is the trigger
  • Dark ground
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Example #3
    • Actions
      • Set DG_Damage[(Player number of (Owner of (Triggering unit)))] = (75 x (Level of Example #3 for (Triggering unit)))
      • Set DG_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set DG_point[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
      • For each (Integer B) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set MS_impact_gfx = Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
          • Set MS_dmg_source = (Casting unit)
          • Set MS_owner = (Owner of (Casting unit))
          • Set MS_create_point = (Position of (Casting unit))
          • Set MS_seconds_to_reach = 1.50
          • Set MS_target_point = ((Target point of ability being cast) offset by 150.00 towards ((Real((Integer B))) x (360.00 / 10.00)) degrees)
          • Set MS_distance = (Distance between MS_create_point and MS_target_point)
          • Set MS_angle = (Angle from MS_create_point to MS_target_point)
          • Set MS_missile_gfx = Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
          • Set MS_parabola = True
          • Set MS_parabola_height = 800.00
          • Trigger - Run MS init <gen> (ignoring conditions)
          • Custom script: call RemoveLocation(udg_MS_create_point)
          • Custom script: call RemoveLocation(udg_MS_target_point)
      • For each (Integer B) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set MS_impact_gfx = Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
          • Set MS_dmg_source = (Casting unit)
          • Set MS_owner = (Owner of (Casting unit))
          • Set MS_create_point = (Position of (Casting unit))
          • Set MS_seconds_to_reach = 1.50
          • Set MS_target_point = ((Target point of ability being cast) offset by 50.00 towards ((Real((Integer B))) x (360.00 / 5.00)) degrees)
          • Set MS_distance = (Distance between MS_create_point and MS_target_point)
          • Set MS_angle = (Angle from MS_create_point to MS_target_point)
          • Set MS_missile_gfx = Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
          • Set MS_parabola = True
          • Set MS_parabola_height = 800.00
          • Trigger - Run MS init <gen> (ignoring conditions)
          • Custom script: call RemoveLocation(udg_MS_create_point)
          • Custom script: call RemoveLocation(udg_MS_target_point)
      • Wait 1.40 seconds
      • Unit Group - Pick every unit in (Units within 250.00 of DG_point[(Player number of (Owner of (Triggering unit)))] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 dummy for (Owner of DG_Caster[(Player number of (Owner of (Triggering unit)))]) at DG_point[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
          • Unit - Add Soul Burn to (Last created unit)
          • Unit - Set level of Soul Burn for (Last created unit) to (Level of Example #3 for DG_Caster[(Player number of (Owner of (Triggering unit)))])
          • Unit - Order (Last created unit) to Neutral Fire Lord - Soul Burn (Picked unit)
          • Unit - Cause (Last created unit) to damage (Picked unit), dealing (Real(DG_Damage[(Player number of (Owner of (Triggering unit)))])) damage of attack type Spells and damage type Normal
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
It is MPI if you don't cast it again with the same unit before the timer expires. Post the MS Init trigger so I can see whether that is MPI or not.

Leak:
  • Set MS_target_point = ((Target point of ability being cast) offset by 150.00 towards ((Real((Integer B))) x (360.00 / 10.00)) degrees)
Also leks the unit group.

Waits are a bit inaccurate, a 1.4 second wait could be 1.5-1.6 seconds for example.
 
There isn't only a point leak.
What do you have here, leaky ?
[trigger="x2 [30 leaks each time the trigger is ran]"]Set MS_target_point = ((Target point of ability being cast) offset by 150.00 towards ((Real((Integer B))) x (360.00 / 10.00)) degrees)[/trigger]
[trigger="[1 leak each time the trigger is ran]"]Unit Group - Pick every unit in (Units within 250.00 of DG_point[(Player number of (Owner of (Triggering unit)))] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Actions)[/trigger]

31 leaks detected.
Trigger is not MUI or MPI.
 
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