Lightining Strike Ability that leaks

joaoac

Active Member
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Hi people,
I based a lightning ability from flame strike and would like to know if this cause too much leaks.

Ok, this ability cause leaks.
If some other unit pump when the ability is being casted, the lightning effects will jump to that unit with polar offset.
Every 0.5 seconds a lightining appears from the sky (doodad one) during the ability's duration..

So, what do I have to do?
I did a condition that on the 2nd and 3rd levels the ability lasts for more seconds (and more lightnings appears)

Thanks in advance!

Code:
Lightning Strike
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Lightning Strike 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of (Ability being cast) for (Triggering unit)) Equal to 1
            Then - Actions[SPOILER]
                Unit - Create 1 Dummy002 for (Triggering player) at (Target point of ability being cast) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 100.00 towards 0.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 225.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 135.00 towards 295.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 150.00 towards 0.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 100.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 225.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 135.00 towards 295.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 130.00 towards 0.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)[/SPOILER]
            Else - Actions
                [SPOILER]Unit - Create 1 Dummy002 for (Triggering player) at (Target point of ability being cast) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 100.00 towards 0.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 225.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 135.00 towards 295.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 150.00 towards 0.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 100.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 225.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 135.00 towards 295.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 130.00 towards 0.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 225.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 135.00 towards 295.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Sound - Play LightningBolt <gen> at 100.00% volume, attached to (Triggering unit)
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 130.00 towards 0.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 225.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
                Wait 0.50 seconds
                Unit - Create 1 Dummy002 for (Triggering player) at ((Position of (Last created unit)) offset by 115.00 towards 135.00 degrees) facing (Position of (Triggering unit))
                Unit - Add a 0.20 second Generic expiration timer to (Last created unit)[/SPOILER]
 
Position of Last Created Unit, set that into a variable and then destroy it.
 
And please, use code tags instead of a spoiler. It's hard to read the code
I only used spoiler on /Then and /Else cause they are too big.

Position of Last Created Unit, set that into a variable and then destroy it.
Ok, is it easy to do? Ill try...

Search for a leak tutorial, that'll help you clear the leaks.
I found some leak tuts, but didn't figure how to correct my trigger.

The map is attached.

EDIT:
1- Mistakes
2- Ok, I got the scroll point. But I coded the trigger and thought that the spoiler inside of it would also be scrolled. Forget! Now I see that I quoted instead of coded. Sorry, I edited it again and now its coded.
 
but didn't figure how to correct my trigger.

Solve your leak like this:

Set dummyloc = Position of (last created unit)
Create 1 dummy for player 1 at dummyloc facing default degrees
call RemoveLocation(udg_dummyloc)
 
@Flare
Ok, I only misclicked the right icon on the entry form.

@Draphoelix
Is it an integer? I cound't get that position of unit (last created unit) on the Integer list.
EDIT:
Maybe Set dummyloc = (Target point of ability being cast) would be more leakless, cos its an Event Response. Using Last Created can set this to a far Barracks training Grunts on enemy's base.



EDIT:

Maybe can I make the first dummy last for all the Spell's duration. Set it a variable and make other lightinings offset from it. But this won't solve the "wait" problem.
Got that is a Point variable! Woah! Same time that Flare come to say that.

EDIT: New map added.
 
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