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[Trigger] Trigger over-indexes a unit

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Level 16
Joined
Oct 17, 2009
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I made a spell that summons units to move around randomly and damage enemies they pass. Now when I activate the spell, everything goes along smoothly unit one of the summons pass through a couple of enemy units and the games starts lagging until the ability ends.
So I put in a bunch of text message actions around the trigger to find where the problem lies and apparently, the variable SE_Max_Index_2 over-indexes enemies. I put a text message action to print out the value of the variable every time it indexes and tested the ability. I was shocked to see that the variable suddenly jumps from 1, 2, or 3 to a staggering 2726.

So can someone look at this trigger and tell me what I did wrong:
  • Move Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SE_Index_2) from 1 to SE_Max_Index_2, do (Actions)
        • Loop - Actions
          • Set SE_Dmg_CD[SE_Index_2] = (SE_Dmg_CD[SE_Index_2] - 0.03)
      • For each (Integer SE_Index) from 1 to SE_Max_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (SE_Unit[SE_Index] is dead) Equal to False
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SE_Move_Left[SE_Index] Equal to 1
                • Then - Actions
                  • Set SE_Summon_Loc = (Position of SE_Unit[SE_Index])
                  • Set SE_Summon_Move = (SE_Summon_Loc offset by 20.00 towards SE_Angle[SE_Index] degrees)
                  • Unit - Move SE_Unit[SE_Index] instantly to SE_Summon_Move, facing SE_Angle[SE_Index] degrees
                  • Set SE_Angle[SE_Index] = (SE_Angle[SE_Index] + SE_Add[SE_Index])
                  • Set SE_Roll = (Random integer number between 1 and SE_Chance[SE_Index])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SE_Roll Less than or equal to 1
                    • Then - Actions
                      • Set SE_Move_Left[SE_Index] = 0
                      • Set SE_Chance[SE_Index] = 100
                      • Set SE_Add[SE_Index] = (Random real number between 3.00 and 6.00)
                      • Set SE_Angle[SE_Index] = (SE_Angle[SE_Index] - SE_Add[SE_Index])
                    • Else - Actions
                      • Set SE_Chance[SE_Index] = (SE_Chance[SE_Index] - 1)
                • Else - Actions
                  • Set SE_Summon_Loc = (Position of SE_Unit[SE_Index])
                  • Set SE_Summon_Move = (SE_Summon_Loc offset by 20.00 towards SE_Angle[SE_Index] degrees)
                  • Unit - Move SE_Unit[SE_Index] instantly to SE_Summon_Move, facing SE_Angle[SE_Index] degrees
                  • Set SE_Angle[SE_Index] = (SE_Angle[SE_Index] - SE_Add[SE_Index])
                  • Set SE_Roll = (Random integer number between 1 and SE_Chance[SE_Index])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SE_Roll Less than or equal to 1
                    • Then - Actions
                      • Set SE_Move_Left[SE_Index] = 1
                      • Set SE_Chance[SE_Index] = 100
                      • Set SE_Add[SE_Index] = (Random real number between 3.00 and 6.00)
                      • Set SE_Angle[SE_Index] = (SE_Angle[SE_Index] + SE_Add[SE_Index])
                    • Else - Actions
                      • Set SE_Chance[SE_Index] = (SE_Chance[SE_Index] - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SE_Max_Index_2 Equal to 0
                • Then - Actions
                  • Custom script: set bj_wantDestroyGroup=true
                  • Unit Group - Pick every unit in (Units within SE_Pass_AOE of SE_Summon_Move) and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) belongs to an enemy of (Owner of SE_Unit[SE_Index])) Equal to True
                        • Then - Actions
                          • Set SE_Max_Index_2 = (SE_Max_Index_2 + 1)
                          • Set SE_Enemy[SE_Max_Index_2] = (Picked unit)
                          • Set SE_Dmg_CD[SE_Max_Index_2] = 0.50
                        • Else - Actions
                • Else - Actions
                  • For each (Integer SE_Index_2) from 1 to SE_Max_Index_2, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (SE_Enemy[SE_Index_2] is dead) Equal to False
                        • Then - Actions
                          • Custom script: set bj_wantDestroyGroup=true
                          • Unit Group - Pick every unit in (Units within SE_Pass_AOE of SE_Summon_Move) and do (Actions)
                            • Loop - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) belongs to an enemy of (Owner of SE_Unit[SE_Index])) Equal to True
                                • Then - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Picked unit) Not equal to SE_Enemy[SE_Index_2]
                                    • Then - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • SE_Index_2 Equal to SE_Max_Index_2
                                        • Then - Actions
                                          • Set SE_Max_Index_2 = (SE_Max_Index_2 + 1)
                                          • Set SE_Enemy[SE_Max_Index_2] = (Picked unit)
                                          • Set SE_Dmg_CD[SE_Max_Index_2] = 0.50
                                          • Unit - Cause SE_Unit[SE_Index] to damage SE_Enemy[SE_Max_Index_2], dealing SE_Pass_Dmg[(Level of SE_Ability for SE_Unit[SE_Index])] damage of attack type SE_Pass_Dmg_Type and damage type Normal
                                          • Game - Display to (All players) the text: (String(SE_Max_Index_2))
                                        • Else - Actions
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • SE_Dmg_CD[SE_Index_2] Less than or equal to 0.00
                                        • Then - Actions
                                          • Unit - Cause SE_Unit[SE_Index] to damage SE_Enemy[SE_Index_2], dealing SE_Pass_Dmg[(Level of SE_Ability for SE_Unit[SE_Index])] damage of attack type SE_Pass_Dmg_Type and damage type Normal
                                          • Set SE_Dmg_CD[SE_Index_2] = 0.50
                                        • Else - Actions
                                • Else - Actions
                        • Else - Actions
                          • Set SE_Enemy[SE_Index_2] = SE_Enemy[SE_Max_Index_2]
                          • Set SE_Dmg_CD[SE_Index_2] = SE_Dmg_CD[SE_Max_Index_2]
                          • Set SE_Max_Index_2 = (SE_Max_Index_2 - 1)
                          • Set SE_Index_2 = (SE_Index_2 - 1)
            • Else - Actions
              • Set SE_Add[SE_Index] = SE_Add[SE_Max_Index]
              • Set SE_Angle[SE_Index] = SE_Angle[SE_Max_Index]
              • Set SE_Chance[SE_Index] = SE_Chance[SE_Max_Index]
              • Set SE_Move_Left[SE_Index] = SE_Move_Left[SE_Max_Index]
              • Set SE_Unit[SE_Index] = SE_Unit[SE_Max_Index]
              • Set SE_Max_Index = (SE_Max_Index - 1)
              • Set SE_Index = (SE_Index - 1)
          • Custom script: call RemoveLocation(udg_SE_Summon_Loc)
          • Custom script: call RemoveLocation(udg_SE_Summon_Move)
 
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