The triggers themselves aren't leaking.
What they are doing:
pick a random point from the playable map area, and drop a meteorite there. Wait 2,4 seconds (until the meteorite falls), and they pick all the player controlled units in range, and damage them.
The triggers themselves aren't leaking.
What they are doing:
pick a random point from the playable map area, and drop a meteorite there. Wait 2,4 seconds (until the meteorite falls), and they pick all the player controlled units in range, and damage them.
Yeah, I am planing to rewrite my triggers in JASS when I get the time.Creating a wait 10 times per second can cause problems when you play online. It will create input delay for everyone if there are too many or if some other latency is happening it can make it worse to have a bunch of waits (even if they normally don't cause anything noticeable).
Every 0.1 seconds is not a problem at all, though. I would just update these to use timers. It is a really big boost to accuracy and map speed, and it's a very standard practice in JASS code (which you are learning about from what I've seen).
Yeah, I am planing to rewrite my triggers in JASS when I get the time.
I did these triggers when I still had no idea how to do them with timers.
Anyways... 0,1 seconds isn't a problem, even if it runs 4 times at once? (The 4 triggers essentially do the same thing. I just turn off/on some of them, depending on the game difficulty chosen)