Healp remove leaks and proof read.

squorpion

New Member
Reaction score
12
I thought i removed the leaks right but it disable trigger because it expects a function any help please?

Trigger:
  • Darkness
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Darkness
    • Actions
      • Set Darkness_point = (Position of (Triggering unit))
      • Hashtable - Create a hashtable
      • Set Lightning_hash = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Dummy_position_hash = (Last created hashtable)
      • Unit - Pause (Triggering unit)
      • Unit - Make (Triggering unit) Invulnerable
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Set Darkness_Nova_end = (Darkness_point offset by 50.00 towards (10.00 x (Real((Integer A)))) degrees)
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Unit Group - Pick every unit in (Units within 500.00 of Darkness_point matching (((Picked unit) belongs to an enemy of Player 1 (Red)) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Pause (Picked unit)
      • Wait 0.03 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • For each (Integer A) from 1 to 30, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Darkness Dummy for (Triggering player) at Darkness_point facing Default building facing degrees
          • Unit - Add Carrion Swarm to (Last created unit)
          • Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm Darkness_Nova_end
      • Wait 0.05 seconds
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 1.00 seconds
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (0.00, 300.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 1 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (0.00, 30.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 1 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (300.00, 0.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 2 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (30.00, 0.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 2 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (0.00, -300.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 3 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (0.00, -30.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 3 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-300.00, 0.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 4 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-30.00, 0.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 4 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (225.00, 225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 5 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (25.00, 25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 5 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-225.00, -225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 6 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-25.00, -25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 6 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (-225.00, 225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 7 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (-25.00, 25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 7 of 8 in Lightning_hash
      • Unit - Create 1 Darkness Dummy for (Triggering player) at (Darkness_point offset by (225.00, -225.00)) facing Default building facing degrees
      • Hashtable - Save Handle Of(Position of (Last created unit)) as 8 of 8 in Dummy_position_hash
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Last created unit)) to target (Darkness_point offset by (25.00, -25.00))
      • Hashtable - Save Handle Of(Last created lightning effect) as 8 of 8 in Lightning_hash
      • Wait 3.00 seconds
      • Set Loop = 0
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Lightning - Destroy (Load Loop of 8 in Lightning_hash)
          • Set Loop = (Loop + 1)
      • Special Effect - Create a special effect at Darkness_point using Abilities\Spells\Orc\Voodoo\VoodooAura.mdl
      • Hashtable - Save Handle Of(Last created special effect) as 1 of 10 in Effect
      • Set Loop = 0
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at (Load Loop of 8 in Dummy_position_hash) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
          • Set Loop = (Loop + 1)
      • Environment - Create a 3.00 second Temporary crater deformation at Darkness_point with radius 500.00 and depth 200.00
      • Wait 2.00 seconds
      • Environment - Create a 2.00 second Depression ripple deformation at Darkness_point with starting radius 1024.00, ending radius 1024.00, and depth 200.00, using 0.50 second ripples spaced 512.00 apart
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 100.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 200.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 300.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 400.00
      • Wait 0.25 seconds
      • Environment - Create Blight for (Owner of (Triggering unit)) from Darkness_point to a radius of 500.00
      • Wait 1.00 seconds
      • Game - Set the time of day to 24.00
      • Special Effect - Destroy (Load 1 of 10 in Effect)
      • Unit - Remove (Picked unit) from the game
      • Special Effect - Create a special effect at Darkness_point using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
      • Unit Group - Pick every unit in (Units owned by (Triggering player) of type Darkness Dummy) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Wait 0.50 seconds
      • Unit - Unpause (Triggering unit)
      • Unit - Make (Triggering unit) Vulnerable
      • Custom script: call remove location (udg_Darkness_point)
      • Custom script: call remove location (udg_Darkness_Nova_end)
      • Custom script: call remove location (udg_Dummy_positions)
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Make sure that were there are capitals ther r capitals and _ ther r _ and wher ther r no capitals ther r no capitals
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
R u sure that ur not destroying something that is not there sory to tired to look at ur very very very very very very very very long triger
 

WolfieeifloW

WEHZ Helper
Reaction score
372
This spell won't work for more then one unit casting it at a time;
Just so you know.

You seem to not destroy the effects.
I can't read it anymore though.
It's burning my eyes :p .
 

squorpion

New Member
Reaction score
12
lol i know its long. i remove all the special effects with either remove last created or with a hashtable. Ah lol im an idiot XD i put space between remove and location. hmm i seem to have another problem then with this one

Code:
call RemoveLocation (udg_Dummy_positions)

Dummy_positions is a point array, apperently that changes the required code to stop the leak?? anyone know how?

lol shit i never noticed that... damnit i wonder what would happen if two people use it though, prob get a crit error. the skill is amazing though XD im still not completely done with it. need to add some damage when the distortion wave goes out. ganna add a imolation efect during spell also.
 

Ayanami

칼리
Reaction score
288
Trigger:
  • call RemoveLocation (udg_Dummy_positions[udg_Variable])


Well normally I remove arrays in this manner.
 

squorpion

New Member
Reaction score
12
Trigger:
  • call RemoveLocation (udg_Dummy_positions[udg_Variable])


Well normally I remove arrays in this manner.

ok i just did this and it didnt work

Code:
call RemoveLocation (udg_Dummy_positions[udg_Variable])

everything concerning my variable is correct, since i have never use this script did i do it wrond or something???
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
It's not udg_Variable...
he means replace it with an integer...

Much like normal arrays, you put [1] for the first array, [2] for the second, etc.
 
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