Any Leaks in this trigger?

ianu74

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I've made a trigger for a boomerang-like skill, dragging units towards you. However, after using it for some time, the game becomes quite laggy.
Can anyone see if there are any leaks in the trigger?

Trigger:
  • Boomerang
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Boomerang Pull (Neutral Hostile)
    • Actions
      • Set Temp_point = (Position of (Triggering unit))
      • Set BoomerangNo = (BoomerangNo + 1)
      • Unit - Create 1 Boomerang for (Owner of (Triggering unit)) at Temp_point facing (Angle from (Position of (Triggering unit)) to (Target point of ability being cast)) degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Temp_point)
      • Set Boomerang[BoomerangNo] = (Last created unit)
      • Set BoomerangThrower[BoomerangNo] = (Triggering unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BoomerangNo Greater than 3
        • Then - Actions
          • Set BoomerangNo = 0
        • Else - Actions

Trigger:
  • Boomerang Movement
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • 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
              • (Boomerang[(Integer A)] is alive) Equal to True
            • Then - Actions
              • Set BoomerangPulledGroup[(Integer A)] = (Units within 360.00 of (Position of Boomerang[(Integer A)]) matching ((((Matching unit) belongs to an enemy of (Owner of Boomerang[(Integer A)])) Equal to True) and (((Matching unit) is A Hero) Equal to False)))
              • Unit Group - Pick every unit in BoomerangPulledGroup[(Integer A)] and do (Actions)
                • Loop - Actions
                  • Set Temp_point = (Position of (Picked unit))
                  • Set Temp_point2 = (Temp_point offset by 30.00 towards (Facing of Boomerang[(Integer A)]) degrees)
                  • Unit - Move (Picked unit) instantly to Temp_point2
                  • Custom script: call RemoveLocation(udg_Temp_point2)
                  • Custom script: call RemoveLocation(udg_Temp_point)
              • Custom script: call DestroyGroup(udg_BoomerangPulledGroup[1])
              • Custom script: call DestroyGroup(udg_BoomerangPulledGroup[2])
              • Custom script: call DestroyGroup(udg_BoomerangPulledGroup[3])
              • Custom script: call DestroyGroup(udg_BoomerangPulledGroup[4])
              • Unit - Set the custom value of Boomerang[(Integer A)] to ((Custom value of Boomerang[(Integer A)]) + 1)
              • Set Temp_point2 = (Position of Boomerang[(Integer A)])
              • Set Temp_point = (Temp_point2 offset by 30.00 towards (Facing of Boomerang[(Integer A)]) degrees)
              • Unit - Move Boomerang[(Integer A)] instantly to Temp_point
              • Custom script: call RemoveLocation(udg_Temp_point)
              • Custom script: call RemoveLocation(udg_Temp_point2)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Boomerang[(Integer A)]) Greater than 35
                • Then - Actions
                  • Unit - Make Boomerang[(Integer A)] face BoomerangThrower[(Integer A)] over 0.00 seconds
                • Else - Actions
            • Else - Actions
 
I don't see any leaks...make sure you set the dummy units to Can't raise, does not decay, otherwise you may have a pile of corpses picking up ^^
 
It still lags over time... Is it because that the movement trigger is on permanently?
 
I would expect you to experience lag throughout the map then, and not after a while, maybe try to eliminate the movement trigger somehow, it would help, you're making 200 unit groups per second and removing them, that's quite a lot...
 
The bolded ones are the ones that require attention:

Code:
Boomerang
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Boomerang Pull (Neutral Hostile)
    Actions
        Set Temp_point = (Position of (Triggering unit))
        Set BoomerangNo = (BoomerangNo + 1)
        Unit - Create 1 Boomerang for (Owner of (Triggering unit)) at Temp_point facing (Angle from [B](Position of (Triggering unit)[/B]) to [B](Target point of ability being cast)[/B]) degrees
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation(udg_Temp_point)
        Set Boomerang[BoomerangNo] = (Last created unit)
        Set BoomerangThrower[BoomerangNo] = (Triggering unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                BoomerangNo Greater than 3
            Then - Actions
                Set BoomerangNo = 0
            Else - Actions


Code:
Boomerang Movement
    Events
        Time - Every 0.02 seconds of game time
    Conditions
    Actions
        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
                        (Boomerang[(Integer A)] is alive) Equal to True
                    Then - Actions
                        Set BoomerangPulledGroup[(Integer A)] = (Units within 360.00 of [B](Position of Boomerang[(Integer A)])[/B] matching ((((Matching unit) belongs to an enemy of (Owner of Boomerang[(Integer A)])) Equal to True) and (((Matching unit) is A Hero) Equal to False)))
                        Unit Group - Pick every unit in BoomerangPulledGroup[(Integer A)] and do (Actions)
                            Loop - Actions
                                Set Temp_point = (Position of (Picked unit))
                                Set Temp_point2 = (Temp_point offset by 30.00 towards (Facing of Boomerang[(Integer A)]) degrees)
                                Unit - Move (Picked unit) instantly to Temp_point2
                                Custom script:   call RemoveLocation(udg_Temp_point2)
                                Custom script:   call RemoveLocation(udg_Temp_point)
                        Custom script:   call DestroyGroup(udg_BoomerangPulledGroup[[B]bj_forLoopAIndex[/B]])
                        [del]Custom script:   call DestroyGroup(udg_BoomerangPulledGroup[2])[/del]
                        [del]Custom script:   call DestroyGroup(udg_BoomerangPulledGroup[3])[/del]
                        [del]Custom script:   call DestroyGroup(udg_BoomerangPulledGroup[4])[/del]
                        Unit - Set the custom value of Boomerang[(Integer A)] to ((Custom value of Boomerang[(Integer A)]) + 1)
                        Set Temp_point2 = (Position of Boomerang[(Integer A)])
                        Set Temp_point = (Temp_point2 offset by 30.00 towards (Facing of Boomerang[(Integer A)]) degrees)
                        Unit - Move Boomerang[(Integer A)] instantly to Temp_point
                        Custom script:   call RemoveLocation(udg_Temp_point)
                        Custom script:   call RemoveLocation(udg_Temp_point2)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Custom value of Boomerang[(Integer A)]) Greater than 35
                            Then - Actions
                                Unit - Make Boomerang[(Integer A)] face BoomerangThrower[(Integer A)] over 0.00 seconds
                            Else - Actions
                    Else - Actions

That's all that I can find for now.
 
Nenad - It lags over time when i use it. When i don't, it doesn't lag.
And I turned it off when there are no more "boomerangs" in the map.

vypur85 - I followed you idea and made adjustments to those in bold, using variables and removing them. It still lags over time.

Thanks for the help though guys.

Any more ideas why it might be leaking?

Btw, the lag only began when i made this trigger.
 
avalya - Tried, it helps by a bit, but it still lags after continuous usage of the spell.
 
All except the unit variables. The units are removed after 1 round. Does that remove unit variables?
 
Can you post the new edited trigger? Please also change the triggering units to their respective fields (casting unit, unit of ability being cast) etc.. Confusing to look at atm ^^
 
Trigger:
  • Boomerang
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Boomerang Pull (Neutral Hostile)
    • Actions
      • Set BoomerangNo = (BoomerangNo + 1)
      • Set Temp_point = (Position of (Casting unit))
      • Set BoomerangThrower[BoomerangNo] = (Casting unit)
      • Set Temp_point2 = (Target point of ability being cast)
      • Unit - Create 1 Boomerang for (Owner of (Casting unit)) at Temp_point facing (Angle from Temp_point to Temp_point2) degrees
      • Set Boomerang[BoomerangNo] = (Last created unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Temp_point)
      • Custom script: call RemoveLocation(udg_Temp_point2)
      • Trigger - Turn on Boomerang Movement <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BoomerangNo Greater than 3
        • Then - Actions
          • Set BoomerangNo = 0
        • Else - Actions


Trigger:
  • Boomerang Movement
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Boomerang[1] is alive) Equal to True
              • (Boomerang[3] is alive) Equal to True
              • (Boomerang[2] is alive) Equal to True
              • (Boomerang[4] is alive) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 4, do (Actions)
            • Loop - Actions
              • Set BoomerangPoint = (Position of Boomerang[(Integer A)])
              • Set BoomerangPulledGroup[(Integer A)] = (Units within 260.00 of BoomerangPoint matching ((((Matching unit) belongs to an enemy of (Owner of Boomerang[(Integer A)])) Equal to True) and (((Matching unit) is A Hero) Equal to False)))
              • Unit - Set the custom value of Boomerang[(Integer A)] to ((Custom value of Boomerang[(Integer A)]) + 1)
              • Set Temp_point = (BoomerangPoint offset by 30.00 towards (Facing of Boomerang[(Integer A)]) degrees)
              • Unit - Move Boomerang[(Integer A)] instantly to Temp_point
              • Custom script: call RemoveLocation(udg_Temp_point)
              • Unit Group - Pick every unit in BoomerangPulledGroup[(Integer A)] and do (Actions)
                • Loop - Actions
                  • Set Temp_point = (Position of (Picked unit))
                  • Set Temp_point2 = (Temp_point offset by 30.00 towards (Facing of Boomerang[(Integer A)]) degrees)
                  • Unit - Move (Picked unit) instantly to Temp_point2
                  • Custom script: call RemoveLocation(udg_Temp_point2)
                  • Custom script: call RemoveLocation(udg_Temp_point)
              • Custom script: call RemoveLocation(udg_BoomerangPoint)
              • Custom script: call DestroyGroup(udg_BoomerangPulledGroup[bj_forLoopAIndex])
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of Boomerang[(Integer A)]) Greater than 35
                • Then - Actions
                  • Unit - Make Boomerang[(Integer A)] face BoomerangThrower[(Integer A)] over 0.00 seconds
                • Else - Actions
        • Else - Actions
          • Trigger - Turn off (This trigger)
 
Trigger:
  • Set BoomerangPulledGroup[(Integer A)] = (Units within 260.00 of BoomerangPoint matching ((((Matching unit) belongs to an enemy of (Owner of Boomerang[(Integer A)])) Equal to True) and (((Matching unit) is A Hero) Equal to False)))


Can you try adding another condition to it saying (Matching Unit) is alive equal to true?

It may be picking up needless corpses around the unit, although that's really a far shot, i'm unsure, maybe the mechanics of wc3 can't handle your spell xD
 
It checks to see if the Boomerangs are present. If not, the trigger turns itself off.
 
Trigger:
  • Set BoomerangPulledGroup[(Integer A)] = (Units within 260.00 of BoomerangPoint matching ((((Matching unit) belongs to an enemy of (Owner of Boomerang[(Integer A)])) Equal to True) and (((Matching unit) is A Hero) Equal to False)))


You don't need that as an array, as you're destroying it before another use...

I'd also say that you do the Ineger A loop first, and inside it use an If to check if Boomerang[Integer A] is alive...
That way you don't have to loop through the ones that have a dead unit ;)
 
Quick scan through.
Haven't you guys noticed the leaks?

First trigger leaks, like, 2 units and a location
Second trigger leaks, like, 4units and a location

I think
 
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