MicroSheep
New Member
- Reaction score
- 3
Heyy
Im fixing up some leaks for my map, and the one leak pointed out by Leak Check v3 is confusing me.
My trigger is:
Now my question is, how do i do RemoveLocation (udg_thunderpoint) when my thunderpoint is a pointarray, and is based off triggering unit.
Can you do something like Call RemoveLocation (udg_thunderpoint[(player number of (owner of (triggering unit)))])??
Im fixing up some leaks for my map, and the one leak pointed out by Leak Check v3 is confusing me.
My trigger is:
Trigger:
- Thunder
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Thunder
- (Unit-type of (Target unit of ability being cast)) Not equal to #010 Caterpie
- (Unit-type of (Target unit of ability being cast)) Not equal to #013
- (Unit-type of (Attacking unit)) Not equal to #016
- (Unit-type of (Attacking unit)) Not equal to #017
- (Unit-type of (Attacking unit)) Not equal to #018
- Actions
- Set ThunderGroup[(Player number of (Owner of (Triggering unit)))] = (Units within 200.00 of (Target point of ability being cast))
- Set ThunderPoint[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
- Set ThunderPoint_2[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
- Unit - Create 1 Thunder Dummy for (Owner of (Triggering unit)) at ThunderPoint[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
- Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
- Special Effect - Create a special effect at ThunderPoint[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Unit Group - Pick every unit in ThunderGroup[(Player number of (Owner of (Triggering unit)))] and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
- Then - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Normal
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Set Chance = (Random integer number between 1 and 90)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Chance Less than or equal to 30
- Then - Actions
- Unit - Create 1 Dummy for Player 1 (Red) at ThunderPoint[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
- Special Effect - Create a special effect at ThunderPoint[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Set TotalEffects = (TotalEffects + 1)
- Set Effects[((TotalEffects - 1) + 1)] = (Last created special effect)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Add Paralyse to (Last created unit)
- Unit - Add Miss Paralyze to (Last created unit)
- Unit Group - Pick every unit in ThunderGroup[(Player number of (Owner of (Triggering unit)))] and do (Actions)
- Loop - Actions
- Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
- Unit - Order (Last created unit) to Undead Banshee - Curse (Target unit of ability being cast)
- Loop - Actions
- Set TotalEffects = 0
- Else - Actions
- Do nothing
- If - Conditions
- Set Chance = 0
- Events
Now my question is, how do i do RemoveLocation (udg_thunderpoint) when my thunderpoint is a pointarray, and is based off triggering unit.
Can you do something like Call RemoveLocation (udg_thunderpoint[(player number of (owner of (triggering unit)))])??