- Joined
- Mar 17, 2009
- Messages
- 1,350
If you updated this, it would be nice that you add a changelog...
Now, for the spells, the water spells seem ok, but you've got alot of problems considering removing leaks...
The problem is that you're removing locations and groups when they're not even present, thus doube-freeing or removing a null...
Let me give you an example:
Well here for instance, whether you creat the TempPoint2 which is conditional, it's being removed. So let's say condition returns false, you're calling to remove an already removed location... get what I'm saying?
I happens to most of the nature spells....
Oh and btw, don't use BJ's!!
Now, for the spells, the water spells seem ok, but you've got alot of problems considering removing leaks...
The problem is that you're removing locations and groups when they're not even present, thus doube-freeing or removing a null...
Let me give you an example:
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current order of (Picked unit)) Not equal to (Order(move))
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Then - Actions
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Set TempPoint2 = (TempPoint offset by (Random real number between 50.00 and 200.00) towards (Random angle) degrees)
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Unit - Order TempUnit to Move To TempPoint2
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Custom script: set bj_wantDestroyGroup = true
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Else - Actions
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Set TempUnit = No unit
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Custom script: call RemoveLocation (udg_TempPoint)
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Custom script: call RemoveLocation (udg_TempPoint2)
Well here for instance, whether you creat the TempPoint2 which is conditional, it's being removed. So let's say condition returns false, you're calling to remove an already removed location... get what I'm saying?
I happens to most of the nature spells....
Oh and btw, don't use BJ's!!