- Joined
- Jul 23, 2009
- Messages
- 1,033
I've read on tutorials about removing locations to prevent leaks using the
I tried guessing
In case you want to see the triggers I am tyring to prevent leaks from:
- Custom script: call RemoveLocation(udg_Loc)
I tried guessing
- Custom script: call RemoveLocation(udg_Consecration_FireLoc[Consecration_LoopInt])
In case you want to see the triggers I am tyring to prevent leaks from:
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Consecration Cast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to (==) Consecration
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Actions
- Set Consecration_Index = (Consecration_Index + 1)
- Set Consecration_Caster[Consecration_Index] = (Triggering unit)
- Set Consecration_Loc[Consecration_Index] = (Target point of ability being cast)
- Special Effect - Create a special effect at Consecration_Loc[Consecration_Index] using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
- Set Consecration_Effect[Consecration_Index] = (Last created special effect)
- Special Effect - Destroy Consecration_Effect[Consecration_Index]
- Trigger - Turn on Consecration Loop <gen>
- Unit - Create 1 Consecration Dummy for (Owner of (Triggering unit)) at Consecration_Loc[Consecration_Index] facing Default building facing (270.0) degrees
- Set Consecration_Dummy[Consecration_Index] = (Last created unit)
- Set Consecration_Timer[Consecration_Index] = 5.00
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Events
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Consecration Loop
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Events
- Time - Every 0.10 seconds of game time
- Conditions
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Actions
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Do Multiple ActionsFor each (Integer Consecration_LoopInt) from 1 to Consecration_Index, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Consecration_Timer[Consecration_LoopInt] Greater than (>) 0.00
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Then - Actions
- Set Consecration_FireOffset[Consecration_LoopInt] = (Random real number between 0.00 and 150.00)
- Set Consecration_FireAngle[Consecration_LoopInt] = (Random real number between 0.00 and 360.00)
- Set Consecration_FireLoc[Consecration_LoopInt] = (Consecration_Loc[Consecration_LoopInt] offset by Consecration_FireOffset[Consecration_LoopInt] towards Consecration_FireAngle[Consecration_LoopInt] degrees)
- Special Effect - Create a special effect at Consecration_FireLoc[Consecration_LoopInt] using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
- Set Consecration_Fire[Consecration_LoopInt] = (Last created special effect)
- Special Effect - Destroy Consecration_Fire[Consecration_LoopInt]
- Set Consecration_Timer[Consecration_LoopInt] = (Consecration_Timer[Consecration_LoopInt] - 0.10)
- Set Consecration_TargetGroup[Consecration_LoopInt] = (Units within 150.00 of Consecration_Loc[Consecration_LoopInt] matching ((((Owner of (Matching unit)) is an enemy of (Owner of Consecration_Caster[Consecration_LoopInt])) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
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Unit Group - Pick every unit in Consecration_TargetGroup[Consecration_LoopInt] and do (Actions)
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Loop - Actions
- Unit - Cause Consecration_Caster[Consecration_LoopInt] to damage (Picked unit), dealing 10.00 damage of attack type Spells and damage type Normal
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Loop - Actions
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Else - Actions
- Unit - Remove Consecration_Dummy[Consecration_LoopInt] from the game
- Set Consecration_Caster[Consecration_LoopInt] = Consecration_Caster[Consecration_Index]
- Set Consecration_Dummy[Consecration_LoopInt] = Consecration_Dummy[Consecration_Index]
- Set Consecration_Effect[Consecration_LoopInt] = Consecration_Effect[Consecration_Index]
- Set Consecration_Fire[Consecration_LoopInt] = Consecration_Fire[Consecration_Index]
- Set Consecration_FireAngle[Consecration_LoopInt] = Consecration_FireAngle[Consecration_Index]
- Custom script: call RemoveLocation(udg_Consecration_FireLoc[Consecration_LoopInt])
- Set Consecration_FireLoc[Consecration_LoopInt] = Consecration_FireLoc[Consecration_Index]
- Set Consecration_FireOffset[Consecration_LoopInt] = Consecration_FireOffset[Consecration_Index]
- Custom script: call RemoveLocation(udg_Consecration_Loc[Consecration_LoopInt])
- Set Consecration_Loc[Consecration_LoopInt] = Consecration_Loc[Consecration_Index]
- Custom script: call DestroyGroup(udg_Consecration_TargetGroup[Consecration_LoopInt])
- Set Consecration_TargetGroup[Consecration_LoopInt] = Consecration_TargetGroup[Consecration_Index]
- Set Consecration_Timer[Consecration_LoopInt] = Consecration_Timer[Consecration_Index]
- Set Consecration_Index = (Consecration_Index - 1)
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Set Consecration_LoopInt = (Consecration_LoopInt - 1)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Consecration_Index Equal to (==) 0
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Do Multiple ActionsFor each (Integer Consecration_LoopInt) from 1 to Consecration_Index, do (Actions)
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Events
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