LightChaosma
New Member
- Reaction score
- 60
hi guys,
i've started making maps agian and i noticed my skills aren't as good as they were, and i've come across a problem...
in the following trigger i a aleak. with these redicoulsy high values it executes somthing very much. the first time it works good, but after 3-4 times, the game freezes...
i suspect the leak is somewhere in the red area.
i've started making maps agian and i noticed my skills aren't as good as they were, and i've come across a problem...
in the following trigger i a aleak. with these redicoulsy high values it executes somthing very much. the first time it works good, but after 3-4 times, the game freezes...
i suspect the leak is somewhere in the red area.
Trigger:
- blast skill
- Events
- Time - Every 0.10 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to 8, 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
- (Unit-type of FireTower[(Integer A)]) Equal to Fire Tower 1
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Set firecounter1[(Integer A)] = (firecounter1[(Integer A)] + 1)
- Set tempint[1] = 100
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- firecounter1[(Integer A)] Equal to (tempint[1] + 1)
- Then - Actions
- Set firecounter1[(Integer A)] = tempint[1]
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- firecounter1[(Integer A)] Equal to tempint[1]
- Then - Actions
- Set firecounter2[(Integer A)] = (firecounter2[(Integer A)] + 1)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- firecounter1[(Integer A)] Equal to tempint[1]
- firecounter2[(Integer A)] Equal to (200 + 1)
- Conditions
- And - All (Conditions) are true
- Then - Actions
- Set firecounter1[(Integer A)] = 0
- Set firecounter2[(Integer A)] = 0
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- firecounter2[(Integer A)] Greater than 0
- Then - Actions
- Set temppoint[1] = (Position of FireTower[(Integer A)])
- For each (Integer B) from 1 to 15, do (Actions)
- Loop - Actions
- Unit - Create 1 dummy for (Owner of FireTower[(Integer A)]) at temppoint[1] facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Add FireBall to (Last created unit)
- Set temppoint[2] = (temppoint[1] offset by (Random real number between 200.00 and 1750.00) towards (Random angle) degrees)
- For each (Integer C) from 1 to 3, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- (Terrain type at temppoint[2]) Not equal to Dalaran - White Marble
- (Terrain type at temppoint[2]) Not equal to Dalaran - Black Marble
- Conditions
- And - All (Conditions) are true
- Then - Actions
- Set C = 1
- Custom script: call RemoveLocation (udg_temppoint[2])
- Set temppoint[2] = (temppoint[1] offset by (Random real number between 200.00 and 1750.00) towards (Random angle) degrees)
- Else - Actions
- Set C = 3
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit - Order (Last created unit) to Neutral Tinker - Cluster Rockets temppoint[2]
- Custom script: call RemoveLocation (udg_temppoint[2])
- Loop - Actions
- Custom script: call RemoveLocation (udg_temppoint[1])
- Else - Actions
- If - Conditions
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 8, do (Actions)
- Events