[Issue][Preload?] Unit don't get out of map!

ZeroTag

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Well, another help for the noob here...

Ok heres the deal, I was reading some tutorials, and some guy said that preload is good for lag issues, so the noob here gave it a try, well I couldn't ( tell some news right? )

All units are removed from game, but 2 units don't!
Those two units are the only units that I use for abilities ( dummys ), they have locust, no pathing block, and the models are effects ( buffs and abilities sections ).

So why the hell they don't get out?? ( maybe is the trigger? but is so simple! )

( I don't know which code tag you guys prefer so I used [ code ] )
( Maybe [ wc3 ]? But it's weird now in this new forum style )


Here's the trigger:
Code:
TOP KILLER
    Events
        Map initialization
    Conditions
    Actions
        Set PRELOAD_Region[1] = PRELOAD KILLER TOP <gen>
        Set PRELOAD_UnitGroup[1] = (Units in PRELOAD_Region[1])
        Unit Group - Pick every unit in PRELOAD_UnitGroup[1] and do (Actions)
            Loop - Actions
                Unit - Remove (Picked unit) from the game
        Custom script:   call RemoveRect ( udg_PRELOAD_Region [ 1 ] )
        Custom script:   call DestroyGroup ( udg_PRELOAD_UnitGroup [ 1 ] )
        Custom script:   call DestroyTrigger ( GetTriggeringTrigger (  ) )

[ Edit ]
Well, those units have <Movement Type: Fly> is that the problem? But it doesn't make any sense!
 

HydraRancher

Truth begins in lies
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I just have a question, rects don't leak as far as I'm aware. Why did you put it in a variable and destroy it? Also, it's unnecessary to destroy the trigger.

The reason why it isn't working is because they have locust. Locusted units are not found in "Units in <Region>" I advise 2 more trigger actions to destroy them separately.
 

TomTTT

New Member
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Forget what I said, wasn't necessery for anyone.
But now that I see what HydraRancher said, I suggest you to just take an empty model, then make it's size to 0.10, set the selection scale to 0.10 and add Invulnerability instead of Locust.
 

HydraRancher

Truth begins in lies
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I don't think that their Movement Type changes anything, because they are still in that region.
But my I ask, what is a Preload? I'm sorry if this is hijacking but I never acctually encoutered this word, not in WE means... I guess other people also think like me, or I'm just being dumb :p

Preloading is literately what it means. You load the unit's data prior to the actual game, usually seen in the first 15 seconds, (a good example would be Island Defence) and helps prevent lag later when you cast an ability for the first time.
 

ZeroTag

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Ok, thanks for the replys.

[HydraRancher]
Well, about the Region Leak I just followed the tutorial xD, so if it doesn't leak then great, but if it leaks then is prevented.
And I destroyed the trigger, becouse it only runs one time.
Here is the Leak Tutorial that I followed :D

And about the locust... I also used the specific unit to remove those units.
Code:
TOP KILLER
    Events
        Map Initialization
    Conditions
    Actions
        Unit - Remove [b]Ability Effect ( boudaries ) 0039[/b] <gen> from the game
        Unit - Remove [b]Ability Effect ( heroes ) 0040[/b] <gen> from the game
And it didn't work either. It really is becouse of the Locust?

[TomTTT]
Ok, but doing that doesn't make selectable? ( Using group selection, or simple click ).
 

HydraRancher

Truth begins in lies
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197
Ok, thanks for the replys.

[HydraRancher]
Well, about the Region Leak I just followed the tutorial xD, so if it doesn't leak then great, but if it leaks then is prevented.
Here is the Leak Tutorial that I followed :D

And about the locust... I also used the specific unit to remove those units.
Code:
TOP KILLER
    Events
        Map Initialization
    Conditions
    Actions
        Unit - Remove [b]Ability Effect ( boudaries ) 0039[/b] <gen> from the game
        Unit - Remove [b]Ability Effect ( heroes ) 0040[/b] <gen> from the game
And it didn't work either. It really is becouse of the Locust?

[TomTTT]
Ok, but doing that doesn't make selectable? ( Using group selection, or simple click ).

No. Units without a model cannot be selected. Also, you should remove the shadow.
 

skyblader

You're living only because it's illegal killing.
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I'm not too sure with preloading but... what I think you can do is set the selection scale to something really low, or adding locust to the unit upon creation (An extra step every time you create dummies).

Only regions created in-game lag, Like set region = Region centered at bla bla bla, that leaks. Preplaced ones don't leak.
 

ZeroTag

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Ok, then is easy, I only make blank model, and trigger to make the effect.
Thanks :D +rep to everyone :D

[Edit]
[skyblader]
Hmm, adding locust after creation seems more usefull. Thanks!
So regions that leak, are the ones made in Jass? In Region Editor don't?

[Edit2]
Ok, seems that Locust is not an ability?? I can't select from Object Editor, and can't use <Add Ability: Locust> either!
So the only way is make unit with no model and add the effect on unit.
 

HydraRancher

Truth begins in lies
Reaction score
197
Ok, then is easy, I only make blank model, and trigger to make the effect.
Thanks :D +rep to everyone :D

[Edit]
[skyblader]
Hmm, adding locust after creation seems more usefull. Thanks!
So regions that leak, are the ones made in Jass? In Region Editor don't?

[Edit2]
Ok, seems that Locust is not an ability?? I can't select from Object Editor, and can't use <Add Ability: Locust> either!
So the only way is make unit with no model and add the effect on unit.

1. No, regions created by ANY trigger leaks.
2. You can add locust with a trigger. It's in the preset bit I believe (the top bar) it's called Aloc or something.
 

skyblader

You're living only because it's illegal killing.
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Addign to what he said, you can create regions in GUI(Without custom scripts) by setting regionVariable = A region(E.g. region centered at TempPoint)
 
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