- Joined
- Oct 18, 2008
- Messages
- 945
since adding this trigger my map has caused users to freeze in the black screen after leaving. i've also tried with the trigger disabled and am pretty sure it is the problem. someone instructed me on how to de-leak it but that does not seem to have worked as the problem persists.
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area limit
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Events
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Time - Every 0.09 seconds of game time
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Conditions
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Actions
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Set Qunitgroup = (Units in (Entire map) matching (((Terrain type at (Position of (Matching unit))) Equal to Outland - Abyss) and (((Matching unit) has buff Voidwalker Buff ) Not equal to True)))
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Unit Group - Pick every unit in Qunitgroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Picked unit)) Not equal to Gold Mine
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Then - Actions
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Set QUnit[1] = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(QUnit[1] is A structure) Equal to False
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(Unit-type of QUnit[1]) Not equal to Sentry Ward
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(Unit-type of QUnit[1]) Not equal to Sentry Ward
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(Unit-type of QUnit[1]) Not equal to Healing Ward
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Then - Actions
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Set TempPoint = (Position of QUnit[1])
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Set TempReal = (Angle from TempPoint to (Center of (Playable map area)))
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Set QPoint[1] = (TempPoint offset by 11.69 towards TempReal degrees)
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For each (Integer A) from 1 to 9, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Terrain type at QPoint[1]) Equal to Outland - Abyss
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Then - Actions
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Set QPoint[2] = (QPoint[1] offset by 6.23 towards TempReal degrees)
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Custom script: call RemoveLocation(udg_QPoint[1])
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Set QPoint[1] = QPoint[2]
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Else - Actions
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Set X = (X of QPoint[1])
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Set Y = (Y of QPoint[1])
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Custom script: call SetUnitX(udg_QUnit[1], udg_X)
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Custom script: call SetUnitY(udg_QUnit[1], udg_Y)
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Custom script: call RemoveLocation(udg_TempPoint)
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Else - Actions
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--these will only run a handful of times per game so they don't matter
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Else - Actions
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--these will only run a handful of times per game so they don't matter
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Custom script: call DestroyGroup(udg_Qunitgroup)
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