Yes it is leaking. If you want to clear it you'll need to set every point into a variable first and then refer to that and destroy it at the end.
Melee Initialization
Events
Conditions
Actions
Set temp_loc = (Target point of ability being cast)
Unit - Create 1...
I've been working on a 'Legion TD' style map for a while. I used custom values to store the player number of the original owner of each unit. You could do something similar and change the custom value of the trained unit to the owner of training unit and then recreate the bounty system so it...
Untitled Trigger 001
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to YOUR ITEM HERE
Actions
Unit - Add YOUR ABILITY HERE to (Triggering unit)
Item - Remove (Item being manipulated)
This should...
I've read through a few threads but I'm still not very sure about whether or not hashtables need to be cleared, or when. Take these 2 triggers of mine for example:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Percentage life of...
http://www.thehelper.net/forums/showthread.php/83500-Making-MUI-spells-in-GUI
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/hashtables-mui-133407/
I've just only started to learn and use hashtables for MUI spells. It's definitely feels more organized and easier to...
I could also just pick all units of type but I try to avoid periodic triggers whenever I can. The Unit Enters Region event, at the moment, does what I need it to do.
The unit group idea sounds great for detecting units dying under a buff, I might use that in the future.
Thanks for all the ideas.
I was trying to avoid it, but I guess I'll have to do something like this. Not sure how efficient it'd be memory wise, I need to detect the spawns so I can change their custom values and owner so I guess it won't really be a problem.
I just tried that and it doesn't work. I also initially...
Is there any way to do this? I've tried 'Summoned Unit' but that doesn't work. I'm sure checking for buffs doesn't work either since the unit killed would be dead. Are there any other methods other than triggering the black arrow/parasite spell?
For your first question this should work fine.
Log 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Healing Wave
Actions
Unit - Order (Triggering unit) to Stop
I don't think that'd work for autocast heals...
I've done a lot of searching but I'm quite clueless about custom scripts/jass other than removing the common leak, so I don't exactly know what to do. This is what I've got so far:
Back
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being...
You could use a unit group variable and add your characters into there are no more units in them, and remove them once they cast a spell. I'd also store the characters into their own unit variables to make it easier for the order of battle instead of randomly picking who gets the next move.
Is there any reason for the extra
Item - Remove (Item carried by SentinelSoulStone of type Soul Stone)
Hero - Create Captured Soul and give it to SentinelSoulStone
in the second trigger under else? Sorry, could you also explain what's not working as intended?
EDIT - wasn't sure about...
Bounty works just fine. It's just that the unit killing belongs to Red and he gets the bounty, whereas I want it to go to the custom value (which is the index of the player) of the unit killing it instead.