- Joined
- Jul 13, 2006
- Messages
- 140
I'm positive that this trigger leaks but, I have actually had no problems with it in relation to slowdowns, and other similar triggers (similar in that they all pick some specific units and does something).
Oh and in the second example, doesn't it work by just using the set bj_wantDestroyGroup = true custom script thing?
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Trigger 1
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Events
- Time - Every 60.00 seconds of game time
- Conditions
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Actions
- Player - Add ((Number of living C units owned by Player 1 (Red)) x 3) to Player 1 (Red) Current gold
- Player - Add ((Number of living CF units owned by Player 1 (Red)) x 3) to Player 1 (Red) Current gold
- Player - Add ((Number of living Ca units owned by Player 1 (Red)) x 4) to Player 1 (Red) Current gold
- Player - Add ((Number of living SW units owned by Player 1 (Red)) x 3) to Player 1 (Red) Current gold
- Player - Add ((Number of living EC units owned by Player 1 (Red)) x 4) to Player 1 (Red) Current gold
- Player - Add ((Number of living ECF units owned by Player 1 (Red)) x 4) to Player 1 (Red) Current gold
- Player - Add ((Number of living SF units owned by Player 1 (Red)) x 1) to Player 1 (Red) Current gold
- Player - Add ((Number of living T units owned by Player 1 (Red)) x 2) to Player 1 (Red) Current gold
- Player - Add ((Number of living EC units owned by Player 1 (Red)) x 1) to Player 1 (Red) Current gold
- Player - Add ((Number of living ME units owned by Player 1 (Red)) x 5) to Player 1 (Red) Current gold
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Events
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Trigger 2
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Events
- Time - Every 60.00 seconds of game time
- Conditions
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Actions
- Player - Add 5 to Player 10 (Light Blue) Current gold
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Peasant) and do (Actions)
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Loop - Actions
- Unit - Replace (Picked unit) with a Rifleman using The old unit's relative life and mana
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue)) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to Attack-Move To (Random point in (Playable map area))
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Workshop) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Mortar Team
- Unit - Create 1 Peasant for Player 10 (Light Blue) at (Position of (Picked unit)) facing Default building facing degrees
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Arcane Sanctum) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Spell Breaker
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Human Shipyard) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Human Frigate
- Unit - Order (Picked unit) to train/upgrade to a Human Transport Ship
- Unit - Order (Picked unit) to train/upgrade to a Human Battleship
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Barracks) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Footman
- Unit - Order (Picked unit) to train/upgrade to a Footman
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Expanded Barracks) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Footman
- Unit - Order (Picked unit) to train/upgrade to a Footman
- Unit - Order (Picked unit) to train/upgrade to a Knight
- Unit - Order (Picked unit) to train/upgrade to a Knight
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Stable) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Knight
- Unit - Order (Picked unit) to train/upgrade to a Knight
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Castle) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Footman
- Unit - Order (Picked unit) to train/upgrade to a Knight
- Unit - Order (Picked unit) to train/upgrade to a Footman
- Unit - Order (Picked unit) to train/upgrade to a Knight
- Unit - Order (Picked unit) to train/upgrade to a Mortar Team
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Town Hall) and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to train/upgrade to a Footman
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Loop - Actions
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Events
Oh and in the second example, doesn't it work by just using the set bj_wantDestroyGroup = true custom script thing?
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