Does this leak?

Grags_1977

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Does this leak?

Trigger:
  • Remove Item
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Item - Pick every item in (Playable map area) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-type of (Picked item)) Equal to Healing Potion
                  • (Item-type of (Picked item)) Equal to Lesser Healing Potion
                  • (Item-type of (Picked item)) Equal to Lesser Mana Potion
                  • (Item-type of (Picked item)) Equal to Mana Potion
                  • (Item-type of (Picked item)) Equal to Bomb
                  • (Item-type of (Picked item)) Equal to Arrows
                  • (Item-type of (Picked item)) Equal to Ankh of Reincarnation
                  • (Item-type of (Picked item)) Equal to 100 gold coins.
                  • (Item-type of (Picked item)) Equal to 250 gold coins.
                  • (Item-type of (Picked item)) Equal to 50 gold coins.
            • Then - Actions
              • Item - Set the custom value of (Picked item) to ((Custom value of (Picked item)) - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Picked item)) Less than or equal to 0
                • Then - Actions
                  • Item - Remove (Picked item)
                • Else - Actions
            • Else - Actions
 
Nope it doesn't leak. However, depending on the size of your map and the number of items, this trigger could become very slow, as you enum the entire map rect ...
I think this is some sort of despawning trigger for items? I'd recommend doing it with an item array instead of an enumeration.
 
Eeash, what you're suggesting sounds complex.

What if I just use a Temp_Region variable and destroy it at the end?

Trigger:
  • Remove Item
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set TempRegion[5] = (Playable map area)
      • Item - Pick every item in TempRegion[5] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-type of (Picked item)) Equal to Healing Potion
                  • (Item-type of (Picked item)) Equal to Lesser Healing Potion
                  • (Item-type of (Picked item)) Equal to Lesser Mana Potion
                  • (Item-type of (Picked item)) Equal to Mana Potion
                  • (Item-type of (Picked item)) Equal to Bomb
                  • (Item-type of (Picked item)) Equal to Arrows
                  • (Item-type of (Picked item)) Equal to Ankh of Reincarnation
                  • (Item-type of (Picked item)) Equal to 100 gold coins.
                  • (Item-type of (Picked item)) Equal to 250 gold coins.
                  • (Item-type of (Picked item)) Equal to 50 gold coins.
            • Then - Actions
              • Item - Set the custom value of (Picked item) to ((Custom value of (Picked item)) - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Picked item)) Less than or equal to 0
                • Then - Actions
                  • Item - Remove (Picked item)
                • Else - Actions
            • Else - Actions
      • Custom script: call RemoveRect(udg_TempRegion[5])


And yes, it's my item expiration timer.
 
no, he rather says you should save each item ever created in the map into a variable, like a custom indexing system for items, and iterate through this array instead of picking all items.

On a sidenote, instead of the custom value you might want to just decrease the hitpoints of the items periodically, this would save you another "if/then/else" for each item each second.
or is there a particular reason in your map for using the custom value instead of the hitpoints?
 
Thankyou, there's no particular reason for my custom value method so I will change it to hit points. Ty :)
 
you could do something like this:

Trigger:
  • Events
    • An item is dropped
    • Conditions
      • Or (an conditions are true)
        • Item type is blah blah blah your items
    • Actions
      • Item - Set custom value of item equal to Item_ID (integer variable that starts at 0 or 1)
      • Set Item_ID = Item_ID + 1
      • Countdown timer - Create Item_Timer[custom value of item] as a one-shot timer that expires in [life of items]


Trigger:
  • Events
    • A timer expires
    • Conditions
      • Expiring timer is not equal to (other timers) is true (boolean condition that is only needed if you use countdown timers other than this)
    • Actions
      • Item - Pick all items in playable map area and do actions
        • Loop actions
          • If then else
            • If
              • Expiring timer is equal to Item_Timer[Custom Value of picked item]
            • Then
              • Item - Destroy picked item
              • Trigger - Remove this trigger from the que (stops the loop action reducing lag that comes from this)
            • Else


This creates a timer that is attached to the items that drop and destroys them after a set time... you might want to add a condition that only destroys items of a certain type, also this wouldnt be optimal if you want to use different expiration times for your items, it could easily be added but it would be a little tedious, you would just need if/then/else functions for the time
 
Thanks for you reply. I have given you +rep.

This is what my trigger currently looks like.

Trigger:
  • Remove Item
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Item - Pick every item in (Playable map area) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Item-type of (Picked item)) Equal to Healing Potion
                  • (Item-type of (Picked item)) Equal to Lesser Healing Potion
                  • (Item-type of (Picked item)) Equal to Lesser Mana Potion
                  • (Item-type of (Picked item)) Equal to Mana Potion
                  • (Item-type of (Picked item)) Equal to Bomb
                  • (Item-type of (Picked item)) Equal to Arrows
                  • (Item-type of (Picked item)) Equal to Ankh of Reincarnation
                  • (Item-type of (Picked item)) Equal to 100 gold coins.
                  • (Item-type of (Picked item)) Equal to 250 gold coins.
                  • (Item-type of (Picked item)) Equal to 50 gold coins.
            • Then - Actions
              • Item - Set the custom value of (Picked item) to ((Custom value of (Picked item)) - 5)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of (Picked item)) Less than or equal to 0
                • Then - Actions
                  • Set TempPoint[20] = (Position of (Picked item))
                  • Special Effect - Create a special effect at TempPoint[20] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
                  • Custom script: call RemoveLocation( udg_TempPoint[20] )
                  • Item - Remove (Picked item)
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
            • Else - Actions



I tried and tried to get accnames mehod to work, but the the items just refused to die.

I really like the way it's working now. Especially with the toonboomb special effect when they are removed. It looks really good.

I honestly can't see any problems/lag even after half an hour of constantly killing units with an instant respawn timer. So literally thousands of items were being removed. And i'm still using a Pentium 4!

However, if you guys still think my method completely sucks then i'll go with gfeaks method :)


Slightly of topic. How do I do a
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