Still leaking even though I removed point?

Devrak

New Member
Reaction score
17
So leakchecker says the point in this trigger still leaks even though I remove it with custom script. How come?

Trigger:
  • Lava Damage
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
    • Actions
      • Set IceHeroGroup = (Units of type Ice)
      • Unit Group - Pick every unit in IceHeroGroup and do (Actions)
        • Loop - Actions
          • Set IceHeroPoint[(Player number of (Owner of (Picked unit)))] = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain type at IceHeroPoint[(Player number of (Owner of (Picked unit)))]) Equal to Icecrown Glacier - Dark Ice
            • Then - Actions
              • Unit - Set (Picked unit) movement speed to (Default movement speed of (Picked unit))
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Terrain type at IceHeroPoint[(Player number of (Owner of (Picked unit)))]) Equal to Icecrown Glacier - Ice
                • Then - Actions
                  • Unit - Set (Picked unit) movement speed to (65.00 + (Default movement speed of (Picked unit)))
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Terrain type at IceHeroPoint[(Player number of (Owner of (Picked unit)))]) Equal to Dungeon - Lava Cracks
                    • Then - Actions
                      • Unit - Cause (Picked unit) to damage (Picked unit), dealing (20.00 x IceFireResistance[(Player number of (Owner of (Picked unit)))]) damage of attack type Chaos and damage type Normal
                      • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\FlameStrike\FlameStrikeEmbers.mdl
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Terrain type at IceHeroPoint[(Player number of (Owner of (Picked unit)))]) Equal to Dungeon - Lava
                        • Then - Actions
                          • Unit - Cause (Picked unit) to damage (Picked unit), dealing (30.00 x IceFireResistance[(Player number of (Owner of (Picked unit)))]) damage of attack type Chaos and damage type Normal
                          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\FlameStrike\FlameStrikeEmbers.mdl
                          • Special Effect - Destroy (Last created special effect)
                        • Else - Actions
          • Custom script: call RemoveLocation(udg_IceHeroPoint[GetUnitUserData(GetTriggerUnit())])
      • Custom script: call DestroyGroup(udg_IceHeroGroup)
 

cleeezzz

The Undead Ranger.
Reaction score
268
because leak checker isn't trustworthy

your trigger is fine

EDIT: actually wait no its not, why do you remove the location of

>Custom script: call RemoveLocation(udg_IceHeroPoint[GetUnitUserData(GetTriggerUnit())])

when you set it as

>Set IceHeroPoint[(Player number of (Owner of (Picked unit)))] = (Position of (Picked unit))

should correspond with

Custom script: call RemoveLocation(udg_IceHeroPoint[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])

but still, leak checker returns a lot of false leaks.
 

Devrak

New Member
Reaction score
17
because leak checker isn't trustworthy

your trigger is fine

EDIT: actually wait no its not, why do you remove the location of

>Custom script: call RemoveLocation(udg_IceHeroPoint[GetUnitUserData(GetTriggerUnit())])

when you set it as

>Set IceHeroPoint[(Player number of (Owner of (Picked unit)))] = (Position of (Picked unit))

should correspond with

Custom script: call RemoveLocation(udg_IceHeroPoint[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])

but still, leak checker returns a lot of false leaks.

Oh, I forgot about that. :/
Well, leak checker says it still leaks, so I guess leak checker is wrong then. Thanks for your help! I wouldn't want to have a trigger that leaks every .25 second.
 
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