Greetings.
Thank you very much for taking your time to read this post.
I have a very novice understanding of how triggers work. I usually do not post on hiveworkshop, because I could always find answers using the search option. However, I believe I've encountered problem that cannot be solved very easily using either thehelper or hiveworkshop threads.
I've checked this thread: http://www.hiveworkshop.com/forums/triggers-scripts-269/each-integer-vs-player-group-271744/ , but could not understand the basic principle of how I should structure my trigger to work.
In this thread: http://www.thehelper.net/threads/triggers-memory-leaks.20731/ / http://www.hiveworkshop.com/forums/world-editor-help-zone-98/each-integer-x-y-52461/ I couldn't understand it either, as it doesn't goes in too much detail on how integers work.
Also, in this thread (http://www.hiveworkshop.com/forums/...e-my-existance-player-group-leak-help-196050/), one of the users suggests, that integer method is somehow bugged. What is that bug? Can it be avoided in my case?
So, if it's possible, I'd like to ask anyone who understands this subject better to explain, how can I fix my (Player Group) leak using the integer method, described here: http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/complete-list-things-leak-126761/ (where it says "to avoid the force, use the loop"). I did not quite understand what was meant in message by the tutorial giver, saying: "If your forces are setup transition numerically with no skips, there is an alternative to even using player groups. That might not have made much sense, so I'll give an example.".
This is a screenshot with my trigger:
http://imgur.com/noaKdgU
What I'm trying to achieve is a same trigger (perhaps, using the integer method, described in the tutorial) but without a memory leak.
Thanks in advance.
Thank you very much for taking your time to read this post.
I have a very novice understanding of how triggers work. I usually do not post on hiveworkshop, because I could always find answers using the search option. However, I believe I've encountered problem that cannot be solved very easily using either thehelper or hiveworkshop threads.
I've checked this thread: http://www.hiveworkshop.com/forums/triggers-scripts-269/each-integer-vs-player-group-271744/ , but could not understand the basic principle of how I should structure my trigger to work.
In this thread: http://www.thehelper.net/threads/triggers-memory-leaks.20731/ / http://www.hiveworkshop.com/forums/world-editor-help-zone-98/each-integer-x-y-52461/ I couldn't understand it either, as it doesn't goes in too much detail on how integers work.
Also, in this thread (http://www.hiveworkshop.com/forums/...e-my-existance-player-group-leak-help-196050/), one of the users suggests, that integer method is somehow bugged. What is that bug? Can it be avoided in my case?
So, if it's possible, I'd like to ask anyone who understands this subject better to explain, how can I fix my (Player Group) leak using the integer method, described here: http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/complete-list-things-leak-126761/ (where it says "to avoid the force, use the loop"). I did not quite understand what was meant in message by the tutorial giver, saying: "If your forces are setup transition numerically with no skips, there is an alternative to even using player groups. That might not have made much sense, so I'll give an example.".
This is a screenshot with my trigger:
http://imgur.com/noaKdgU

What I'm trying to achieve is a same trigger (perhaps, using the integer method, described in the tutorial) but without a memory leak.
Thanks in advance.
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