- Joined
- Jan 26, 2009
- Messages
- 98
My map have JASS problems when I have only GUI and variables in it. Maybe it's because of the custom scripts?
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Torches

Events


Game - The in-game time of day becomes Equal to 20.00

Conditions

Actions


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 1 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 10 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 11 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 12 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 13 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 2 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 3 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 4 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 5 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 8 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 6 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 7 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 15 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 14 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch16 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch17 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 18 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 19 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 20 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 21 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 22 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 23 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 24 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 25 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 26 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 27 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 28 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 29 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 30 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 31 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 32 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 33 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 34 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 35 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 36 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 37 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 38 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 39 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 40 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 41 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 42 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 43 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 44 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 45 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 46 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 47 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 48 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 49 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 50 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 51 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 52 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 53 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 54 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 55 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 56 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 57 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 58 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 59 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 60 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 61 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 62 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 63 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 64 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 65 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 66 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 67 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 68 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 69 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 70 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 71 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 72 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 73 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 74 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 75 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 76 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 77 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 78 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 79 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 80 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 81 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 82 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 83 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 84 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 85 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 86 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 87 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 88 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 89 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 90 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 91 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 92 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 93 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 94 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 95 <gen>) to a radius of 250.00


Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of Torch 96 <gen>) to a radius of 250.00
Something that leaks: LOL
Torches[/QUOTE]
Ah the good 'ole days of mapping.
Ah the good 'ole days of mapping.
Pillars of Fire 1

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Pillars of Fire


(Level of Pillars of Fire for (Triggering unit)) Equal to 1

Actions


Region - Center Flaming Pillers Target Area <gen> on (Position of (Triggering unit))


Unit - Make (Triggering unit) Invulnerable


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (218.75, 0.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (175.00, 175.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (0.00, 218.75)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (175.00, -175.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (-218.75, 0.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (0.00, -218.75)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (-175.00, -175.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (-175.00, 175.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Special Effect - Create a special effect at ((Center of Flaming Pillers Target Area <gen>) offset by (0.00, 0.00)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Unit - Make (Triggering unit) Vulnerable


Wait 2.00 seconds


Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 600.00 at (Position of (Triggering unit)), dealing 150.00 damage of attack type Spells and damage type Fire


Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + 150.00)
Flaming Bombardment

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Flameing Bombardment (Archimonde)

Actions


Animation - Play (Triggering unit)'s channel animation


Unit - Make (Triggering unit) Invulnerable


Set FlamingBombardmentTarget = (Target unit of ability being cast)


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Environment\SmallBuildingFire\SmallBuildingFire2.mdl


Wait 3.00 seconds


Special Effect - Destroy (Last created special effect)


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Special Effect - Create a special effect at FlamingBombardmentTargetPositi using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at FlamingBombardmentTargetPositi, dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Units\Demon\Infernal\InfernalBirth.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Units\Demon\Infernal\InfernalBirth.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Units\Demon\Infernal\InfernalBirth.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Units\Demon\Infernal\InfernalBirth.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Units\Demon\Infernal\InfernalBirth.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Units\Demon\Infernal\InfernalBirth.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Units\Demon\Infernal\InfernalBirth.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Region - Center Flaming Bombardment Area <gen> on (Position of FlamingBombardmentTarget)


Wait 0.05 seconds


Special Effect - Create a special effect at (Random point in Flaming Bombardment Area <gen>) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl


Unit - Cause (Triggering unit) to damage circular area after 1.00 seconds of radius 200.00 at (Center of Flaming Bombardment Area <gen>), dealing 35.00 damage of attack type Spells and damage type Fire


Unit - Make (Triggering unit) Vulnerable


Animation - Reset (Triggering unit)'s animation
For each (Integer A) from 1 to 100, do

Special Effect - Create special effect at ((Position of (Triggering Unit)) Offset by Random(-300,300),Random(-300,300))

Unit Group - Pick every unit in (Units in 500 of (Position of (Triggering Unit))) and do


Unit - Cause (Triggering Unit) to damage (Picked Unit) dealing (Distance between (Position of (Triggering Unit)) and (Position of (Picked Unit))) of attack type Spells and damage type Fire

Wait 0.01 seonds
Unit leak this is fun
Events

Unit - A unit of type(bla) enters (playable map area)
Conditions
Actions

Unit - create 5 units of type(bla) in random point in playable map area
Unit leak this is fun
Events

Time - Time elapsed is 5 seconds
Conditions
Actions

Unit - create 1 unit of type (bla) in random point in Map

Unit - create 1 unit of type (bla) in random point in Map

Unit - create 1 unit of type (bla) in random point in Map

Unit - create 1 unit of type (bla) in random point in Map

Unit - create 1 unit of type (bla) in random point in Map
---afterwards---
Events

Unit - A unit of type(bla) enters (playable map area)
Conditions
Actions

Unit - move(triggering unit) to random point in (playable map area)
Set Count = (Number of units in (Unit group))
Set Unit = (Random unit from (Unit group))
Set Boolean = (All units in (Unit group) are dead) Equal to True
Set Boolean = ((Unit group) is empty) Equal to True
Unit Group - Add all units in (Unit group) to (Unit group)
-------- The first group will be destroyed in the above case --------
Unit Group - Remove all units in (Unit group) from (Unit group)
-------- The first group will be destroyed in the above case --------
The one line of bj_wantDestroyGroup is way easier, more clear and slightly more efficient.
However the infinite loops is far more of a concern.
Just let this thread be clogged up with people asking about leak problems rather than letting the other forums get clogged up by those people.![]()
Unit - Create 1 Dummy (0) for (Owner of Sacrifice_Caster) at Sacrifice_LeakPoint facing Default building facing degrees
Invasion

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Invasion (Hero)

Actions


Custom script: set bj_wantDestroyGroup = true


Unit Group - Pick every unit in (Units within 600.00 of (Position of (Triggering unit))) and do (Actions)



Loop - Actions




Unit - Create 1 Invasion Spider for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees




Unit - Order (Last created unit) to Attack (Picked unit)
Invasion

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Invasion (Hero)

Actions


Set UnitGroup = (Units within 600.00 of (Position of (Triggering unit)))


Unit Group - Pick every unit in (Unit_Group) and do (Actions)



Loop - Actions




Unit - Create 1 Invasion Spider for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees




Unit - Order (Last created unit) to Attack (Picked unit)


Unit Group - Remove all units from Unit_Group
Invasion

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Invasion (Hero)

Actions


Set Unit_Group = (Units within 600.00 of (Position of (Triggering unit)))


Unit Group - Pick every unit in (Unit_Group) and do (Actions)



Loop - Actions




Unit - Create 1 Invasion Spider for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees




Unit - Order (Last created unit) to Attack (Picked unit)


Custom script: call DestroyGroup(udg_Unit_Group)
If you don't call RemoveLocation, it does, otherwise no.
It's only when it's "pan camera as necessary" that it leaks.
Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) over 0.00 seconds
You leak the center of the map area but no it does not leak anything else.
Just let this thread be clogged up with people asking about leak problems rather than letting the other forums get clogged up by those people.![]()
Custom Script : Set bj_wantDestroyGroup = True
Groupe unité - Pick every unit in DS_BallsGroup and do (Actions)

Boucle - Actions
PLandingPoint

Events


Unit - A unit enters Picking Region <gen>

Conditions


(Owner of (Triggering unit)) Equal to Player 1 (Red)

Actions


Unit - Move (Triggering unit) instantly to (Center of Sentinel Start <gen>)


Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Sentinel Start <gen>) over 0.00 seconds


Selection - Select (Triggering unit) for (Owner of (Triggering unit))


Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl


Special Effect - Destroy (Last created special effect)


Unit - Remove Circle of Power 0000 <gen> from the game
Custom script: call RemoveLocation(udg_variableName)
PLandingPoint

Events


Unit - A unit enters Picking Region <gen>

Conditions


(Owner of (Triggering unit)) Equal to Player 1 (Red)

Actions


Set Point[1] = (Center of Sentinel Start <gen>)


Unit - Move (Triggering unit) instantly to Point[1]


Camera - Pan camera for (Owner of (Triggering unit)) to Point[1] over 0.00 seconds


Selection - Select (Triggering unit) for (Owner of (Triggering unit))


Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl


Special Effect - Destroy (Last created special effect)


Unit - Remove Circle of Power 0000 <gen> from the game


Custom script: call RemoveLocation(udg_Point[1])
PRevive Hero P1

Events


Unit - A unit Dies

Conditions


(((Triggering unit) is A Hero) Equal to True) and ((Owner of (Triggering unit)) Equal to Player 1 (Red))

Actions


Custom script: local timerdialog WINDOW


Custom script: local integer HEROWAIT


Custom script: local timer OURTIMER


Custom script: local unit OURHERO


Custom script: set OURHERO = GetDyingUnit()


Custom script: set HEROWAIT = ( GetHeroLevel(OURHERO) * 5 )


Custom script: set OURTIMER = CreateTimer()


Custom script: call StartTimerBJ( OURTIMER, false, ( I2R(HEROWAIT) ))


Custom script: call CreateTimerDialogBJ( OURTIMER, GetPlayerName(GetOwningPlayer(OURHERO)) )


Custom script: set WINDOW = GetLastCreatedTimerDialogBJ()


Custom script: call TimerDialogDisplayForPlayerBJ( true, WINDOW, GetOwningPlayer(OURHERO) )


Custom script: call PolledWait( HEROWAIT )


Custom script: call ReviveHeroLoc( OURHERO, GetRectCenter(gg_rct_Sentinel_Start), true )


Custom script: call PanCameraToTimedLocForPlayer( GetOwningPlayer(OURHERO), GetUnitLoc(OURHERO), 0.60 )


Custom script: call DestroyTimerDialog(WINDOW)
Custom script: call ReviveHero( OURHERO, GetRectCenterX(gg_rct_Sentinel_Start), GetRectCenterY(gg_rct_Sentinel_Start), true )
Custom script: call PanCameraToTimedForPlayer( GetOwningPlayer(OURHERO), GetUnitX(OURHERO), GetUnitY(OURHERO), 0.60 ) // Yeah, I'm not inlining this since it's mainly just to show the leak fix.
Custom script: call PauseTimer(OURTIMER) // Need to pause timer before destroying them.
Custom script: call DestroyTimer(OURTIMER)
Custom script: set WINDOW = null
Custom script: set OURTIMER = null
Custom script: set OURHERO = null
