Any Leaks?

danpe

New Member
Reaction score
5
Are there any leaks here?

Trigger:
  • Teleport Troops
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Teleport Troops 1
    • Actions
      • Unit - Remove (Sold unit) from the game
      • Game - Display to (All players) the text: (Troops has been teleported by + (Name of (Owner of (Sold unit))))
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in (Units in (Entire map) owned by Player 10 (Light Blue)) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Stop
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl
          • Unit - Move (Picked unit) instantly to (Random point in Citadel <gen>)
          • Special Effect - Destroy (Last created special effect)
          • Unit - Order (Picked unit) to Stop
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
          • Sound - Play MassTeleportTarget <gen> at 100.00% volume, attached to (Picked unit)
          • Wait 2.00 seconds
          • Special Effect - Destroy (Last created special effect)
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Yes your unit group. Put your units into a unit group called Temp_Group before you order the stop and.
Add this
Trigger:
  • Custom script: call DestroyGroup (udg_Temp_group)
 

Xbing

New Member
Reaction score
0
and also the random point in citadel <gen> leaks.

and if you want it to be perfect you should not order them to stop rather you should pause them and unpause after the teleport is over. if you order them to stop only the user can override that by simply ordering them again.
 

Nenad

~Choco Coronet~ Omnomnom
Reaction score
137
Preplaced regions don't leak but points in regions do leak. Hence the
Trigger:
  • Unit - Move (Picked unit) instantly to (Random point in Citadel &lt;gen&gt;)
will leak.

Set it as a temppoint then remove it later ^^
 

tjordell

New Member
Reaction score
7
You need to set the group into a variable and call a custom script OR call a BJ custom script. I would recomend u to call a BJ custom script. well here's my idea (In WC3 GUI TAGS)

Trigger:
  • Actions
    • Custom script: set bj_wantDestroyGroup = true
    • Unit Group - Pick every unit in (Units in (Entire map) owned by Player 10 (Light Blue)) and do (Actions)
      • Loop - Actions
      • (Your actions)

And i think the Wait working. But as many peoples saying, the wait can mess up the variables in the loops.
 

Azlier

Old World Ghost
Reaction score
461
If this trigger's called twice within 2 seconds, it'll leak that last special effect.

Also, (Entire Map) leaks.
 

tjordell

New Member
Reaction score
7
If this trigger's called twice within 2 seconds, it'll leak that last special effect.

Also, (Entire Map) leaks.

Even if i use the custom script:
Trigger:
  • Custom Script: call DestroyGroup (udg_groupvariablename)

it will still leak. There's not much to do about it i'm afraid off.
 

danpe

New Member
Reaction score
5
You need to set the group into a variable and call a custom script OR call a BJ custom script. I would recomend u to call a BJ custom script. well here's my idea (In WC3 GUI TAGS)

Trigger:
  • Actions
    • Custom script: set bj_wantDestroyGroup = true
    • Unit Group - Pick every unit in (Units in (Entire map) owned by Player 10 (Light Blue)) and do (Actions)
      • Loop - Actions
      • (Your actions)

And i think the Wait working. But as many peoples saying, the wait can mess up the variables in the loops.

What's BJ? first time i herd of it...

If this trigger's called twice within 2 seconds, it'll leak that last special effect.

Also, (Entire Map) leaks.

The unit that being sold have a cooldown of 120 seconds, so no leak :p

Yes your unit group. Put your units into a unit group called Temp_Group before you order the stop and.
Add this
Trigger:
  • Custom script: call DestroyGroup (udg_Temp_group)

Where do i input the group and destroy group and all of this?


UPDATED TRIGGER:

Trigger:
  • Teleport Troops
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Teleport Troops 1
    • Actions
      • Unit - Remove (Sold unit) from the game
      • Game - Display to (All players) the text: (Troops has been teleported by + (Name of (Owner of (Sold unit))))
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in (Units in (Entire map) owned by Player 10 (Light Blue)) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Stop
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl
          • Set TEMP_RandomPointCitadel = (Random point in Citadel &lt;gen&gt;)
          • Unit - Move (Picked unit) instantly to (Random point in Citadel &lt;gen&gt;)
          • Custom script: call RemoveLocation(udg_TEMP_RandomPointCitadel)
          • Special Effect - Destroy (Last created special effect)
          • Unit - Order (Picked unit) to Stop
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
          • Sound - Play MassTeleportTarget &lt;gen&gt; at 100.00% volume, attached to (Picked unit)
          • Wait 2.00 seconds
          • Special Effect - Destroy (Last created special effect)
 

tjordell

New Member
Reaction score
7
the bj that i made for you destroys the group instantly when all the actions have been succesfully done.
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Put
Trigger:
  • Custom script: call DestroyGroup (udg_Temp_group)

Outside your "unit group" action
 

tjordell

New Member
Reaction score
7
Put
Trigger:
  • Custom script: call DestroyGroup (udg_Temp_group)

Outside your "unit group" action

He must first store the value into a variable then use the variable and after that destroy the variable with
Trigger:
  • Custom Script: call DestroyGroup (udg_Your_variable)

After the unit group action you put the custom script.
 

Galdiuz

Creator of Photon Command
Reaction score
98
Wait... if you pick every unit and then use a 2 second wait, there'll be a 2 second delay between every teleport. Is it supposed to work like that?
 
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