Apply timed life not working and memory leaks

superkar

New Member
Reaction score
0
Well! I've made this ability called Absorb. It deals damage to enemies in 400 range and gives back 20% of that damage to the caster. I had to make 2 dummy abilities ( ON and OFF) to make it work properly, here is the code!
AbsorbON triggers:

Code:
function Trig_Absorb_Effect_Conditions takes nothing returns boolean
    if  ( GetSpellAbilityId() == udg_AbsorbON ) then
        return true
    endif
    return false
endfunction
 
function Absorb_Effect_Pick_Condition takes nothing returns boolean
    if ( IsUnitAlly(GetFilterUnit(), Player(0)) == true ) or (IsUnitDeadBJ(GetFilterUnit()) == true) or (IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == true) or (IsUnitType(GetFilterUnit(), UNIT_TYPE_MAGIC_IMMUNE) == true) then
        return false
    endif
    return true
endfunction
 
function Absorb_Effect_Picked_Effect takes nothing returns nothing   
    local unit targ = GetEnumUnit()
    local unit cast = GetTriggerUnit()
    local real dmg = GetWidgetLife(targ)
    set udg_loc = GetUnitLoc(targ)
    call UnitDamageTarget(cast, targ, 10, false, false, ATTACK_TYPE_MAGIC, DAMAGE_TYPE_FIRE, null)
    set dmg = dmg - GetWidgetLife(targ)
    call SetUnitLifeBJ( cast, ( GetUnitStateSwap(UNIT_STATE_LIFE, cast) + dmg/5 ) )
    call DisplayTextToForce(GetPlayersAll(), R2S(dmg))
    call CreateNUnitsAtLoc( 1, 'h001', Player(PLAYER_NEUTRAL_PASSIVE), udg_loc, 0 )
    call RemoveLocation (udg_loc)
    call UnitApplyTimedLifeBJ( 0.99, 'BTLF', GetLastCreatedUnit() )
endfunction
 
function Trig_Absorb_Effect_Actions takes nothing returns nothing
    call AddSpecialEffectTargetUnitBJ( "chest", GetTriggerUnit(), "Objects\\Spawnmodels\\Undead\\UDeathMedium\\UDeath.mdl" )
    call DestroyEffectBJ( GetLastCreatedEffectBJ() )
    call UnitRemoveAbilityBJ( udg_AbsorbON, GetTriggerUnit() )
    call UnitAddAbilityBJ( udg_AbsorbOFF, GetTriggerUnit() )
    call CreateNUnitsAtLoc( 1, 'h000', Player(PLAYER_NEUTRAL_PASSIVE), GetUnitLoc(GetTriggerUnit()), 0 )
    set udg_AbsorbDummyUnitEffect = GetLastCreatedUnit()
    loop
        exitwhen (GetUnitAbilityLevel(GetTriggerUnit(), 'A003') == 0)
        set udg_loc = GetUnitLoc(GetTriggerUnit())
        set udg_group = GetUnitsInRangeOfLocMatching(400.00, udg_loc, Condition(function Absorb_Effect_Pick_Condition))
        call RemoveLocation (udg_loc)
        call ForGroupBJ( udg_group, function Absorb_Effect_Picked_Effect )
        call DestroyGroup (udg_group)
        call TriggerSleepAction( 1 )
    endloop
   
endfunction
 
//===========================================================================
function InitTrig_Absorb_Effect takes nothing returns nothing
    set gg_trg_Absorb_Effect = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Absorb_Effect, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
    call TriggerAddCondition( gg_trg_Absorb_Effect, Condition( function Trig_Absorb_Effect_Conditions ) )
    call TriggerAddAction( gg_trg_Absorb_Effect, function Trig_Absorb_Effect_Actions )
endfunction

And AbsorbOFF triggers:

Code:
function Trig_Absorb_OFF_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == udg_AbsorbOFF ) ) then
        return false
    endif
    return true
endfunction
 
function Trig_Absorb_OFF_Actions takes nothing returns nothing
    call RemoveUnit( udg_AbsorbDummyUnitEffect )
    call UnitRemoveAbilityBJ( udg_AbsorbOFF, GetTriggerUnit() )
    call UnitAddAbilityBJ( 'A004', GetTriggerUnit() )
    call IssueImmediateOrderBJ( GetTriggerUnit(), "howlofterror" )
    call TriggerSleepAction( 3.00 )
    call UnitRemoveAbilityBJ( 'A004', GetTriggerUnit() )
    call UnitAddAbilityBJ( udg_AbsorbON, GetTriggerUnit() )
endfunction
 
//===========================================================================
function InitTrig_Absorb_OFF takes nothing returns nothing
    set gg_trg_Absorb_OFF = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Absorb_OFF, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
    call TriggerAddCondition( gg_trg_Absorb_OFF, Condition( function Trig_Absorb_OFF_Conditions ) )
    call TriggerAddAction( gg_trg_Absorb_OFF, function Trig_Absorb_OFF_Actions )
endfunction

Some explanation! When AbsorbOn is cast, this ability is removed and a loop that requires the caster to have AbsorbOFF starts: every 1 second, every unit in 400 range of the caster is picked, damage is dealt to them, a special effect is created in their position using a dummy unit, these dummies are set to die .99 seconds after and some life is given to the caster (20% of the dmg). If the player uses AbsorbOFF, this ability is taken away, so the loop stops. Another dummy ability is given and used to put a cooldown (couldn't think of anything better as there is no "put ability on cooldown" action), after this cooldown the dummy is removed and AbsorbON is given back. Following some guides, I've tried to solve leak problems, correct me if I am wrong, but the ability kept on lagging (up to making the game unplayable). I created a trigger to count units on the map and it says that the unit count keeps on getting higher and higher while the ability is ON. So I guess the dummy units for the special effect on targets are not dying. I tried to not create the dummies but the lag is the same.

SO! I can see I have 2 problems, one is the fact that dummies are not dying, the other is that there is some leaking, not depending on the dummies not dying. What am I doing wrong?? Help please!!
 

dracolich

TH.net Regular
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15
why do you use another units to provide visual? enormous summon of units cause lags itself, regardless anything.
 

superkar

New Member
Reaction score
0
The lag doesn't depend on the dummy units being created, it actually appears mostly when AbsorbOFF is used! Anyway, if I used a special effect, I wouldn't be able to destroy it after 1 second as the commands are inside a "pick" loop
 

dracolich

TH.net Regular
Reaction score
15
of course u can. just save them in hashtable?
u use
local unit targ = GetEnumUnit()
local unit cast = GetTriggerUnit()

but dont null them.
if you wonder about timelife then change dummy's model to selectable one (remove locust ability too) and change PLAYER_PASSIVE to trigger player. Then select it and check for timeline.
 
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