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Things That Leak

Level 4
Joined
Jun 23, 2011
Messages
70
Epic fail

Something that leaks: LOL

  • 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
 
Level 7
Joined
Jun 14, 2009
Messages
235
Ah the good 'ole days of mapping.

You have no idea. This was the first triggered spell I ever made. I still give props to myself for figuring out all by my self how to do this, without the use of a guide, but this just makes me cringe now.

  • 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)
And my second

  • 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
 
Level 15
Joined
Oct 18, 2008
Messages
1,588
Hehe, you don't even know what a leak is :D
My first leak:... I mean... TRIGGER! :D
  • 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
Well... After the second cast I didn't know why my computer freeze :D
 
Level 5
Joined
Aug 16, 2010
Messages
114
a funny leak

  • 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
this is fun if you do it... total computer mush after aboot 3 seconds... if u r fast enough u can hit F10 in time to shut it down lol

also u can do this:

  • 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)
 
Level 17
Joined
Apr 27, 2008
Messages
2,455
Well, after all these many pages of flood the main post should be edited.
set bj_wantDestroyGroup = true bugs (because of failed logic) with at very least "pick every units of type", and that still confuse many people, which just assume Blizzard did it in the right way (haha dumb fools :p)

http://www.hiveworkshop.com/forums/1986297-post16.html

Even GUI users just should use DestroyGroup, it's safer.
 

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,454
I made a list of all GUI things that you can use bj_wantDestroyGroup with, in the tutorial
in my sig.

  • 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 --------
In most cases, Pick all units works just fine. However, due to this one case where it
doesn't work, it'd just be easier to tell users to use the set/pick/destroy method here.
it's because it's using GroupAddGroup and creates 16 group leaks every time you call it.
Because of this, Pick all units of type should be a taboo function to be avoided, similar to
Pan Camera As Needed.

The one line of bj_wantDestroyGroup is way easier, more clear and slightly more efficient.
 
Level 17
Joined
Apr 27, 2008
Messages
2,455
The one line of bj_wantDestroyGroup is way easier, more clear and slightly more efficient.

But doesn't work all the time, and it's GUI, so that kind of efficiency is not a problem, really.

And DestroyGroup is not that hard to use even in GUI, just use always the same variable if you want to copy/paste like "bj_wantDestroyGroup"
 
Level 12
Joined
Nov 20, 2007
Messages
660
  • Unit - Create 1 Dummy (0) for (Owner of Sacrifice_Caster) at Sacrifice_LeakPoint facing Default building facing degrees
It's leaking ?


and btw, what's the best way to create unit groups ? (i'm not asking about leak points - i know they are leaking)

Exemple 1:
  • 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)
Exemple 2:
  • 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
Exemple 3:
  • 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)
 
Level 17
Joined
Apr 27, 2008
Messages
2,455
No.

The myth of set bj_wantDestroyGroup = true always working should be preserved to convert adepts of GUI to jass.

I have a plan :

You see this custom script doesn't always work correctly, you should just use DestroyGroup instead.
There are lot of other such silly things in GUI.
Now, click on "convert trigger to custom script", the language here is spelled jass, you can do more things and more quickly than using GUI (and you won't break your mouse using it).

// Some links about jass tutorials/tools.


Good enough ?
 
Level 17
Joined
Apr 27, 2008
Messages
2,455
Cannot-read-dudes shouldn't be able to write :/

Also with a "what cause your game to lag" thread, the number of threads will also highly decrease.

Well, in order to not be completely OFF-TOPIC again (aka flood), let me introduce a crazy leak for those who don't know it yet (but pretty irrevelant in fact, since it's only a memory leak, not an handle id one and really minor) :

http://www.thehelper.net/forums/sho...Found-Keeping-references-to-destroyed-objects.
 
Level 17
Joined
Apr 27, 2008
Messages
2,455
Traduction :

If i use this custom script, will my group DS_BallsGroup be destroyed ?

Answer : you can test it yourself, try to do actions in this group, like displaying the unit's name.
If nothing happens and your group wasn't empty, then the group was destroyed by the custom script usage.
 
Level 11
Joined
Jul 9, 2009
Messages
926
Hello!

  • 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
How can I fix the leak in this trigger ? :/
 
Level 37
Joined
Mar 6, 2006
Messages
9,240
Create a variable, set the type to point.

The
set pointVariable = Center of your region
Then use the variable in the unit and camera actions, instead of (Center of region)
Make this the last action in the trigger:
  • Custom script: call RemoveLocation(udg_variableName)
variableName is the name of your variable. You must add udg_ to it in the custom script.
 
Level 11
Joined
Jul 9, 2009
Messages
926
so it will look like this then ?

  • 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])
Thanks Maker, I shall add rep as soon as I am able to ;)
 
Level 11
Joined
Jul 9, 2009
Messages
926
I have another trigger. How do I fix the leak in here. :)
  • 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)
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
One leak is from using locations and not removing them. Because it's custom script, it's easy to avoid the location leaks since you can use coordinates directly.
  • 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.
You also need to destroy the timer once it expires.
  • Custom script: call PauseTimer(OURTIMER) // Need to pause timer before destroying them.
  • Custom script: call DestroyTimer(OURTIMER)
Lastly, you need to null the local handle variables once you're done using them.
  • Custom script: set WINDOW = null
  • Custom script: set OURTIMER = null
  • Custom script: set OURHERO = null
 
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