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Trigger Code memory leaks,

Discussion in 'Bug Reporting\Technical Issues' started by Steelb_l_ade, Apr 19, 2007.

  1. Steelb_l_ade

    Steelb_l_ade

    Joined:
    Apr 28, 2006
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    Ive recently foudn out about this whole "memory leak" thing, and its worrying.
    This is one of ROTG's triggers, apparently with TONS of leaks, any suggestions fellas?

    • All Random 1V1
      • Events
      • Conditions
      • Actions
        • -------- GAME SETUP 1V1 --------
        • -------- PRIVATE DUELLING BUTTON INSERT --------
        • Dialog - Clear PrivateDuelling
        • Dialog - Change the title of PrivateDuelling to Private ...
        • Dialog - Create a dialog button for PrivateDuelling labelled On
        • Set Buttom_PrivateDuellingON = (Last created dialog Button)
        • Dialog - Create a dialog button for PrivateDuelling labelled Off
        • Set Buttom_PrivateDuellingOFF = (Last created dialog Button)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Player 1 (Red) slot status) Equal to Is playing
          • Then - Actions
            • Dialog - Show PrivateDuelling for Player 1 (Red)
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Player 2 (Blue) slot status) Equal to Is playing
              • Then - Actions
                • Dialog - Show PrivateDuelling for Player 2 (Blue)
              • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • (Player 3 (Teal) slot status) Equal to Is playing
                  • Then - Actions
                    • Dialog - Show PrivateDuelling for Player 3 (Teal)
                  • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Player 4 (Purple) slot status) Equal to Is playing
                      • Then - Actions
                        • Dialog - Show PrivateDuelling for Player 4 (Purple)
                      • Else - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (Player 5 (Yellow) slot status) Equal to Is playing
                          • Then - Actions
                            • Dialog - Show PrivateDuelling for Player 5 (Yellow)
                          • Else - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • (Player 6 (Orange) slot status) Equal to Is playing
                              • Then - Actions
                                • Dialog - Show PrivateDuelling for Player 6 (Orange)
                              • Else - Actions
                                • Do nothing
        • -------- END PRIVATE DUELLING BUTTON INSERT --------
        • Player Group - Pick every player in Team1 and do (Actions)
          • Loop - Actions
            • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Team1BASE <gen>
        • Player Group - Pick every player in Team2 and do (Actions)
          • Loop - Actions
            • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Team2BASE <gen>
        • Trigger - Turn off (This trigger)
        • Game - Display to (All players) the text: (|c00FF7F00 + (1v1 All Random Mode has been selected! + |r))
        • Set GameDifficultyMode = 1
        • Destructible - Set life of Prison Gate (Boss Prison Outer Door) 0052 <gen> to 1000.00
        • -------- Nighttime --------
        • Game - Set the time of day to 17.30
        • Player Group - Pick every player in Team1 and do (Actions)
          • Loop - Actions
            • Player - Set (Picked player) Current gold to 1500
            • Player - Set (Picked player) Current lumber to 100
        • Player Group - Pick every player in Team2 and do (Actions)
          • Loop - Actions
            • Player - Set (Picked player) Current gold to 1500
            • Player - Set (Picked player) Current lumber to 100
        • Player Group - Pick every player in (All players) and do (Actions)
          • Loop - Actions
            • Camera - Reset camera for (Picked player) to standard game-view over 0.00 seconds
        • Set RegionCenter1 = (Center of ArgonaxRestRegion <gen>)
        • Unit - Create 1 Titan (1 Players) for Neutral Hostile at RegionCenter1 facing 270.00 degrees
        • Custom script: call RemoveLocation(udg_RegionCenter1)
        • Set BossMonster = (Last created unit)
        • Unit - Pause BossMonster
        • Trigger - Run TitanSetup <gen> (ignoring conditions)
        • Trigger - Run Disable Repick <gen> (ignoring conditions)
        • Trigger - Run Upgrade Creeps to Level 1 <gen> (ignoring conditions)
        • Trigger - Run Hero Setup <gen> (ignoring conditions)
        • Wait until (HeroSetup Equal to True), checking every 0.10 seconds
        • -------- TEAM1 --------
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Player 1 (Red) controller) Equal to User
            • (Player 1 (Red) slot status) Equal to Is playing
          • Then - Actions
            • -------- PLAYER1 --------
            • Set RandomHero = (Random integer number between 1 and Random_Count)
            • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
            • Special Effect - Create a special effect at (Center of RandomRegion <gen>) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
            • Wait 0.25 seconds
            • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for Player 1 (Red) at (Center of Team1StartZone <gen>) facing 0.00 degrees
            • Set RanUnitType = (Unit-type of (Last created unit))
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • RanUnitType Equal to Vampire
              • Then - Actions
                • Set VampireUnit = PlayerHero[1]
                • Set VampirePlayer = Player 1 (Red)
              • Else - Actions
                • Do nothing
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • RanUnitType Equal to Ravagore
              • Then - Actions
                • Set PlayerHero[1] = (Last created unit)
                • Set RavagoreUnit = PlayerHero[1]
                • Trigger - Turn on Damage Ravagore <gen>
              • Else - Actions
                • Do nothing
            • Set PlayerHero[1] = (Last created unit)
            • Selection - Select (Last created unit) for Player 1 (Red)
            • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
            • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
            • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do
    • (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using
    • Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
      • Unit - Hide (Picked unit)
      • Set Hero_Taken[RandomHero] = 1
      • -------- PICK ALL UNITS IN REGION HERO ARENA OF TYPE AND DO UNIT-HIDE --------
      • Camera - Pan camera for Player 1 (Red) to (Center of Team1StartZone <gen>) over 0.00 seconds
      • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Set HeroSpawnsEffect = (Last created special effect)
      • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of Player 1 (Red)) + has randomly chosen )) + ((Name of (Last created unit))
    • + !|r))
      • -------- SOMETHING TO PREVENT THEM PICKING ONE BY REGION --------
      • -------- Theres now a limit so that only 2 of each type of hero can be on the map at the same time. --------
      • -------- THIS REMOVES THIS HERO FORM THE RANDOM ARRAY.. --------
      • Set Random_Data[RandomHero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
      • Else - Actions
        • Do nothing
      • -------- PLAYER2 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) controller) Equal to User
          • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • Set RandomHero = (Random integer number between 1 and Random_Count)
          • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
          • Special Effect - Create a special effect at (Center of RandomRegion <gen>) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Wait 0.25 seconds
          • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for Player 2 (Blue) at (Center of Team1StartZone <gen>) facing 0.00 degrees
          • Set RanUnitType = (Unit-type of (Last created unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Vampire
            • Then - Actions
              • Set VampireUnit = PlayerHero[2]
              • Set VampirePlayer = Player 2 (Blue)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Ravagore
            • Then - Actions
              • Set PlayerHero[2] = (Last created unit)
              • Set RavagoreUnit = PlayerHero[2]
              • Trigger - Turn on Damage Ravagore <gen>
            • Else - Actions
              • Do nothing
          • Set PlayerHero[2] = (Last created unit)
          • Selection - Select (Last created unit) for Player 2 (Blue)
          • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
          • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
          • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do
    • (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using
    • Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
      • Unit - Hide (Picked unit)
      • Set Hero_Taken[RandomHero] = 1
      • -------- PICK ALL UNITS IN REGION HERO ARENA OF TYPE AND DO UNIT-HIDE --------
      • Camera - Pan camera for Player 2 (Blue) to (Center of Team1StartZone <gen>) over 0.00 seconds
      • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Set HeroSpawnsEffect = (Last created special effect)
      • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of Player 2 (Blue)) + has randomly chosen )) + ((Name of (Last created
    • unit)) + !|r))
      • -------- SOMETHING TO PREVENT THEM PICKING ONE BY REGION --------
      • -------- Theres now a limit so that only 2 of each type of hero can be on the map at the same time. --------
      • -------- THIS REMOVES THIS HERO FORM THE RANDOM ARRAY.. --------
      • Set Random_Data[RandomHero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
      • Else - Actions
        • Do nothing
      • -------- PLAYER3 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) controller) Equal to User
          • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • Set RandomHero = (Random integer number between 1 and Random_Count)
          • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
          • Special Effect - Create a special effect at (Center of RandomRegion <gen>) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Wait 0.25 seconds
          • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for Player 3 (Teal) at (Center of Team1StartZone <gen>) facing 0.00 degrees
          • Set RanUnitType = (Unit-type of (Last created unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Vampire
            • Then - Actions
              • Set VampireUnit = PlayerHero[3]
              • Set VampirePlayer = Player 3 (Teal)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Ravagore
            • Then - Actions
              • Set PlayerHero[3] = (Last created unit)
              • Set RavagoreUnit = PlayerHero[3]
              • Trigger - Turn on Damage Ravagore <gen>
            • Else - Actions
              • Do nothing
          • Set PlayerHero[3] = (Last created unit)
          • Selection - Select (Last created unit) for Player 3 (Teal)
          • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
          • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
          • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do
    • (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using
    • Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
      • Unit - Hide (Picked unit)
      • Set Hero_Taken[RandomHero] = 1
      • -------- PICK ALL UNITS IN REGION HERO ARENA OF TYPE AND DO UNIT-HIDE --------
      • Camera - Pan camera for Player 3 (Teal) to (Center of Team1StartZone <gen>) over 0.00 seconds
      • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Set HeroSpawnsEffect = (Last created special effect)
      • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of Player 3 (Teal)) + has randomly chosen )) + ((Name of (Last created
    • unit)) + !|r))
      • -------- SOMETHING TO PREVENT THEM PICKING ONE BY REGION --------
      • -------- Theres now a limit so that only 2 of each type of hero can be on the map at the same time. --------
      • -------- THIS REMOVES THIS HERO FORM THE RANDOM ARRAY.. --------
      • Set Random_Data[RandomHero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
      • Else - Actions
        • Do nothing
      • -------- TEAM2 --------
      • -------- PLAYER4 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 4 (Purple) controller) Equal to User
          • (Player 4 (Purple) slot status) Equal to Is playing
        • Then - Actions
          • Set RandomHero = (Random integer number between 1 and Random_Count)
          • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
          • Special Effect - Create a special effect at (Center of RandomRegion <gen>) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Wait 0.25 seconds
          • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for Player 4 (Purple) at (Center of Team2StartZone <gen>) facing 180.00 degrees
          • Set RanUnitType = (Unit-type of (Last created unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Vampire
            • Then - Actions
              • Set VampireUnit = PlayerHero[4]
              • Set VampirePlayer = Player 4 (Purple)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Ravagore
            • Then - Actions
              • Set PlayerHero[4] = (Last created unit)
              • Set RavagoreUnit = PlayerHero[4]
              • Trigger - Turn on Damage Ravagore <gen>
            • Else - Actions
              • Do nothing
          • Set PlayerHero[4] = (Last created unit)
          • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
          • Selection - Select (Last created unit) for Player 4 (Purple)
          • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
          • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do
    • (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using
    • Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
      • Unit - Hide (Picked unit)
      • Set Hero_Taken[RandomHero] = 1
      • -------- PICK ALL UNITS IN REGION HERO ARENA OF TYPE AND DO UNIT-HIDE --------
      • Camera - Pan camera for Player 4 (Purple) to (Center of Team2StartZone <gen>) over 0.00 seconds
      • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Set HeroSpawnsEffect = (Last created special effect)
      • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of Player 4 (Purple)) + has randomly chosen )) + ((Name of (Last created
    • unit)) + !|r))
      • -------- SOMETHING TO PREVENT THEM PICKING ONE BY REGION --------
      • Set Random_Data[RandomHero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
      • Else - Actions
        • Do nothing
      • -------- PLAYER5 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 5 (Yellow) controller) Equal to User
          • (Player 5 (Yellow) slot status) Equal to Is playing
        • Then - Actions
          • Set RandomHero = (Random integer number between 1 and Random_Count)
          • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
          • Special Effect - Create a special effect at (Center of RandomRegion <gen>) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Wait 0.25 seconds
          • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for Player 5 (Yellow) at (Center of Team2StartZone <gen>) facing 180.00 degrees
          • Set RanUnitType = (Unit-type of (Last created unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Vampire
            • Then - Actions
              • Set VampireUnit = PlayerHero[5]
              • Set VampirePlayer = Player 5 (Yellow)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Ravagore
            • Then - Actions
              • Set PlayerHero[5] = (Last created unit)
              • Set RavagoreUnit = PlayerHero[5]
              • Trigger - Turn on Damage Ravagore <gen>
            • Else - Actions
              • Do nothing
          • Set PlayerHero[5] = (Last created unit)
          • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
          • Selection - Select (Last created unit) for Player 5 (Yellow)
          • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
          • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do
    • (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using
    • Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
      • Unit - Hide (Picked unit)
      • Set Hero_Taken[RandomHero] = 1
      • -------- PICK ALL UNITS IN REGION HERO ARENA OF TYPE AND DO UNIT-HIDE --------
      • Camera - Pan camera for Player 5 (Yellow) to (Center of Team2StartZone <gen>) over 0.00 seconds
      • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Set HeroSpawnsEffect = (Last created special effect)
      • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of Player 5 (Yellow)) + has randomly chosen )) + ((Name of (Last created
    • unit)) + !|r))
      • -------- SOMETHING TO PREVENT THEM PICKING ONE BY REGION --------
      • Set Random_Data[RandomHero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
      • Else - Actions
        • Do nothing
      • -------- PLAYER6 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 6 (Orange) controller) Equal to User
          • (Player 6 (Orange) slot status) Equal to Is playing
        • Then - Actions
          • Set RandomHero = (Random integer number between 1 and Random_Count)
          • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
          • Special Effect - Create a special effect at (Center of RandomRegion <gen>) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Wait 0.25 seconds
          • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for Player 6 (Orange) at (Center of Team2StartZone <gen>) facing 180.00 degrees
          • Set RanUnitType = (Unit-type of (Last created unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Vampire
            • Then - Actions
              • Set VampireUnit = PlayerHero[6]
              • Set VampirePlayer = Player 6 (Orange)
            • Else - Actions
              • Do nothing
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RanUnitType Equal to Ravagore
            • Then - Actions
              • Set PlayerHero[6] = (Last created unit)
              • Set RavagoreUnit = PlayerHero[6]
              • Trigger - Turn on Damage Ravagore <gen>
            • Else - Actions
              • Do nothing
          • Set PlayerHero[6] = (Last created unit)
          • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
          • Selection - Select (Last created unit) for Player 6 (Orange)
          • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
          • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do
    • (Actions)
      • Loop - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using
    • Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Sound - Play HeroChosen <gen> at 100.00% volume, located at (Center of RandomRegion <gen>) with Z offset 0.00
      • Unit - Hide (Picked unit)
      • Set Hero_Taken[RandomHero] = 1
      • -------- PICK ALL UNITS IN REGION HERO ARENA OF TYPE AND DO UNIT-HIDE --------
      • Camera - Pan camera for Player 6 (Orange) to (Center of Team2StartZone <gen>) over 0.00 seconds
      • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Set HeroSpawnsEffect = (Last created special effect)
      • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of Player 6 (Orange)) + has randomly chosen )) + ((Name of (Last created
    • unit)) + !|r))
      • -------- SOMETHING TO PREVENT THEM PICKING ONE BY REGION --------
      • Set Random_Data[RandomHero] = Random_Count
      • Set Random_Count = (Random_Count - 1)
      • Else - Actions
        • Do nothing
     
  2. Xelephant

    Xelephant

    Joined:
    Feb 2, 2005
    Messages:
    215
    Resources:
    1
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    1
    Resources:
    1
    Talked to him in chat, reworked those Triggers :)

    GL with your Projekt
     
  3. Xarwin

    Xarwin

    Joined:
    Nov 16, 2006
    Messages:
    2,233
    Resources:
    3
    Icons:
    1
    Maps:
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    Tutorials:
    1
    Resources:
    3
    So is it fixed or not?
    This trigger is still leaking on a few location anyway.
     
  4. Steelb_l_ade

    Steelb_l_ade

    Joined:
    Apr 28, 2006
    Messages:
    188
    Resources:
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    Maps:
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    Resources:
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    not yet, but im working on it, this is the revised trigger: (thanks godless!)

    • All Random 1V1
      • Events
      • Conditions
      • Actions
        • Trigger - Turn off (This trigger)
        • Game - Display to (All players) the text: (|c00FF7F00 + (1v1 All Random Mode has been selected! + |r))
        • Set GameDifficultyMode = 1
        • Destructible - Set life of Prison Gate (Boss Prison Outer Door) 0052 <gen> to 1000.00
        • Player Group - Pick every player in (All players) and do (Actions)
          • Loop - Actions
            • Player - Set (Picked player) Current gold to 1100
            • Player - Set (Picked player) Current lumber to 75
        • Set TempPoint1 = (Center of ArgonaxRestRegion <gen>)
        • Unit - Create 1 Titan (1 Players) for Neutral Hostile at TempPoint1 facing 270.00 degrees
        • Set BossMonster = (Last created unit)
        • Hero - Set BossMonster Hero-level to 25, Hide level-up graphics
        • Unit - Pause BossMonster
        • Wait until (HeroSetup Equal to True), checking every 0.10 seconds
        • -------- TEAM1 --------
        • For each (Integer A) from 1 to 4, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Player((Integer A))) controller) Equal to User
                • ((Player((Integer A))) slot status) Equal to Is playing
              • Then - Actions
                • Set RandomHero = (Random integer number between 1 and Random_Count)
                • Set TempPoint1 = (Center of RandomRegion <gen>)
                • Sound - Play HeroChosen <gen> at 100.00% volume, located at TempPoint1 with Z offset 0.00
                • Special Effect - Create a special effect at TempPoint1 using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
                • Special Effect - Destroy (Last created special effect)
                • Wait 0.25 seconds
                • Set TempPoint1 = (Center of Team1StartZone <gen>)
                • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for (Player((Integer A))) at TempPoint1 facing 0.00 degrees
                • Set RanUnitType = (Unit-type of (Last created unit))
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • RanUnitType Equal to Vampire
                  • Then - Actions
                    • Set VampireUnit = PlayerHero[(Integer A)]
                    • Set VampirePlayer = (Player((Integer A)))
                  • Else - Actions
                    • Do nothing
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • RanUnitType Equal to Ravagore
                  • Then - Actions
                    • Set PlayerHero[(Integer A)] = (Last created unit)
                    • Set RavagoreUnit = PlayerHero[(Integer A)]
                    • Trigger - Turn on Damage Ravagore <gen>
                  • Else - Actions
                    • Do nothing
                • Set PlayerHero[(Integer A)] = (Last created unit)
                • Selection - Select (Last created unit) for (Player((Integer A)))
                • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
                • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
                • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do (Actions)
                  • Loop - Actions
                    • Set TempUnitGroup1 = (Last created unit group)
                    • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
                    • Special Effect - Destroy (Last created special effect)
                    • Set TempPoint1 = (Center of RandomRegion <gen>)
                    • Sound - Play HeroChosen <gen> at 100.00% volume, located at TempPoint1 with Z offset 0.00
                    • Unit - Hide (Picked unit)
                    • Set Hero_Taken[RandomHero] = 1
                • Custom script: call DestroyGroup( udg_TempUnitGroup1 )
                • Set TempPoint1 = (Center of Team1StartZone <gen>)
                • Camera - Pan camera for (Player((Integer A))) to TempPoint1 over 0.00 seconds
                • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
                • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
                • Special Effect - Destroy (Last created special effect)
                • Set HeroSpawnsEffect = (Last created special effect)
                • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of (Player((Integer A)))) + has randomly chosen )) + ((Name of (Last created unit)) + !|r))
                • Set Random_Data[RandomHero] = Random_Count
                • Set Random_Count = (Random_Count - 1)
                • Custom script: call RemoveLocation(udg_TempPoint1)
              • Else - Actions
                • Do nothing
        • -------- TEAM2 --------
        • For each (Integer A) from 5 to 8, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • ((Player((Integer A))) controller) Equal to User
                • ((Player((Integer A))) slot status) Equal to Is playing
              • Then - Actions
                • Set RandomHero = (Random integer number between 1 and Random_Count)
                • Set TempPoint2 = (Center of RandomRegion <gen>)
                • Sound - Play HeroChosen <gen> at 100.00% volume, located at TempPoint2 with Z offset 0.00
                • Special Effect - Create a special effect at TempPoint2 using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
                • Special Effect - Destroy (Last created special effect)
                • Wait 0.25 seconds
                • Set TempPoint2 = (Center of Team2StartZone <gen>)
                • Unit - Create 1 Hero_Array[Random_Data[RandomHero]] for (Player((Integer A))) at TempPoint2 facing 0.00 degrees
                • Set RanUnitType = (Unit-type of (Last created unit))
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • RanUnitType Equal to Vampire
                  • Then - Actions
                    • Set VampireUnit = PlayerHero[(Integer A)]
                    • Set VampirePlayer = (Player((Integer A)))
                  • Else - Actions
                    • Do nothing
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • RanUnitType Equal to Ravagore
                  • Then - Actions
                    • Set PlayerHero[(Integer A)] = (Last created unit)
                    • Set RavagoreUnit = PlayerHero[(Integer A)]
                    • Trigger - Turn on Damage Ravagore <gen>
                  • Else - Actions
                    • Do nothing
                • Set PlayerHero[(Integer A)] = (Last created unit)
                • Selection - Select (Last created unit) for (Player((Integer A)))
                • Hero - Create |c007EBFF1Mercenary Contract|r and give it to (Last created unit)
                • -------- GET UNIT TYPE OF LAST CREATED UNIT --------
                • Unit Group - Pick every unit in (Units in HeroSelectionRegion <gen> matching ((Unit-type of (Matching unit)) Equal to RanUnitType)) and do (Actions)
                  • Loop - Actions
                    • Set TempUnitGroup2 = (Last created unit group)
                    • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
                    • Special Effect - Destroy (Last created special effect)
                    • Set TempPoint2 = (Center of RandomRegion <gen>)
                    • Sound - Play HeroChosen <gen> at 100.00% volume, located at TempPoint2 with Z offset 0.00
                    • Unit - Hide (Picked unit)
                    • Set Hero_Taken[RandomHero] = 1
                • Custom script: call DestroyGroup( udg_TempUnitGroup2 )
                • Set TempPoint2 = (Center of Team2StartZone <gen>)
                • Camera - Pan camera for (Player((Integer A))) to TempPoint2 over 0.00 seconds
                • Sound - Play HeroSpawned <gen> at 100.00% volume, attached to (Last created unit)
                • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
                • Special Effect - Destroy (Last created special effect)
                • Set HeroSpawnsEffect = (Last created special effect)
                • Game - Display to (All players) the text: ((|cffffcc00 + ((Name of (Player((Integer A)))) + has randomly chosen )) + ((Name of (Last created unit)) + !|r))
                • Set Random_Data[RandomHero] = Random_Count
                • Set Random_Count = (Random_Count - 1)
                • Custom script: call RemoveLocation(udg_TempPoint2)
              • Else - Actions
                • Do nothing
        • Custom script: call DestroyTrigger(GetTriggeringTrigger())
     
  5. Wolverabid

    Wolverabid

    Joined:
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    THe concept of trigger leaks (and their implications) catches most mapmakers by suprise when they are first enlightened.

    The only thing that I might add, if Godless didn't point you in this direction already that is, would be to take advantage of Im_On_56k's Leak Check v2

    This tool (IMO) is a must-have for all trigger authors.
     
  6. Jacek

    Jacek

    Joined:
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    last time I checked this tool couldn't report polar projection leaks
     
  7. HappyTauren

    HappyTauren

    Joined:
    Nov 3, 2006
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    ive heard its updated. but i dont use it though so im not sure