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spawning with integer

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Level 2
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Feb 13, 2013
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Hi,

every x second map is spawning wagon. This wagon will move to some region and destroy itself.

now i want spawn 1 ghoul, every y second, for each wagon that reach region.

Can somebody help me and explain me how to do that?
thx
 
Level 37
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Mar 6, 2006
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9,240
  • Untitled Trigger 079
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in region matching (((Unit-type of (Matching unit)) Equal to Wagon) and (((Matching unit) is alive) Equal to True))) and do (Actions)
        • Loop - Actions
          • Set point = (Position of (Picked unit))
          • Unit - Create 1 Ghoul for SomePlayer at point facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_point)
          • Custom script: set udg_point = null
 
Level 37
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Mar 6, 2006
Messages
9,240
This is what DSG has to say about this topic:

I'm not knowledgeable enough about the underlying mechanics to verify any of this, but his post does seem to make sense.

JASS:
library LeakTest
    globals
        private integer k = 0
    endglobals

    function looping takes nothing returns nothing
        local integer i = 500
        local location l
        loop
            exitwhen i == 0
            set l = Location(GetRandomReal(-1000, 1000), (GetRandomReal(-1000, 1000))) 
            //set u = CreateUnit(Player(15), 'hfoo', 0, 0, 0)
            //call UnitApplyTimedLife(u, 1, 0.01)
            //call UnitApplyTimedLife(CreateUnit(Player(15), 'hfoo', 0, 0, 0), 1, 0.01)
            call RemoveLocation(l)
            set k = k + 1
            set i = i - 1
            //set l = null
        endloop
    endfunction

    function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
        if udg_i == 0 then
            set udg_i = 1
            call BJDebugMsg("start")
            call TimerStart(udg_tmr, 0.01, true, function looping)
        else
            set udg_i = 0
            call BJDebugMsg("stop")
            call BJDebugMsg(I2S(k))
            call PauseTimer(udg_tmr)
        endif
    endfunction

    //===========================================================================
    function InitTrig_Untitled_Trigger_001_Copy takes nothing returns nothing
        local unit u
        set gg_trg_Untitled_Trigger_001_Copy = CreateTrigger(  )
        set u = CreateUnit(Player(15), 'hfoo', 0, 0, 0)
        call UnitApplyTimedLife(u, 1, 0.01)
        call TriggerRegisterPlayerEventEndCinematic( gg_trg_Untitled_Trigger_001_Copy, Player(0) )
        call TriggerAddAction( gg_trg_Untitled_Trigger_001_Copy, function Trig_Untitled_Trigger_001_Actions )
        set u = null
    endfunction
endlibrary

If the l = null is commented out, the memory usage of War3.exe grows constantly. If it is not commented out, the memory usage will not grow at all. It applies to globals also.
 
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