Need help in finding out leaks in my map

colinjames12

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Hi, this is somehow a continuation of my other thread regarding the lag in map. I just wanna check if these triggers are appropriate or should I split them into multiple triggers. These triggers only activates one at a time ( from the action "trigger turn on and off") so I made it like this to avoid making another trigger because there are many units that uses this skill.


Trigger:
  • dash attack
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Ability being cast) Equal to Harpy Claws ) or (((Ability being cast) Equal to Gorgos Dash ) or (((Ability being cast) Equal to Drill Dash ) or ((Ability being cast) Equal to Paradom Eraser )))
          • (Ability being cast) Equal to Dragon Glide
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Make (Triggering unit) Invulnerable
      • Set harpyunit = (Triggering unit)
      • Set harpypoint = (Position of harpyunit)
      • Set harpytarget = (Target point of ability being cast)
      • Unit - Hide harpyunit
      • Unit - Unhide harpyunit
      • Selection - Add harpyunit to selection for (Owner of harpyunit)
      • Animation - Play harpyunit's attack animation
      • Trigger - Turn on dash attack 2 Copy <gen>
      • Wait 0.80 seconds
      • Trigger - Turn off dash attack 2 Copy <gen>
      • Unit - Make (Triggering unit) Vulnerable
      • Animation - Reset (Triggering unit)'s animation
      • Custom script: call RemoveLocation (udg_harpypoint)
      • Custom script: call RemoveLocation (udg_harpytarget)
      • Custom script: call DestroyGroup (udg_harpytargetz)
      • Trigger - Turn on (This trigger)

Trigger:
  • dash attack 2 Copy
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set harpypoint = (Position of harpyunit)
      • Set harpypoint_Copy = (harpypoint offset by 39.00 towards (Facing of harpyunit) degrees)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of harpyunit) Equal to Paradom
              • (Unit-type of harpyunit) Equal to Paradom (Upper Floor)
        • Then - Actions
          • Unit - Create 1 paradom beam for (Owner of harpyunit) at harpypoint facing Default building facing degrees
          • Unit - Kill (Last created unit)
        • Else - 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 harpyunit) Not equal to Paradom
              • (Unit-type of harpyunit) Not equal to Paradom (Upper Floor)
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of harpyunit using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • Unit - Move harpyunit instantly to harpypoint_Copy, facing (Facing of harpyunit) degrees
      • Set harpytargetz = (Units within 175.00 of harpypoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an ally of (Owner of harpyunit)) Equal to False) and ((((Matching unit) is dead) E
      • Unit Group - Pick every unit in harpytargetz and do (Actions)
        • Loop - Actions
          • If ((Unit-type of harpyunit) Equal to Harpy) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 37.50 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Vile Spectre) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 900.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Paradom (Upper Floor)) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 1000.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Harpy (Elven Forest)) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 50.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Harpy (Gorge of Oath)) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 75.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Harpy (Marsh of Oblivion)) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 100.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Violent Harpy) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 450.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Harpy Queen) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 75.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Dark Gorgos) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 425.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Red Gorgos) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 110.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Harpy Queen) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 75.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Giant Drillmon) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 150.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Drillmon) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 90.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Violent Drillmon) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 500.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Dark Gargoyle) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 1000.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Fire Gargoyle) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 1500.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of harpyunit) Equal to Frost Gargoyle) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 2000.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_harpypoint)
      • Custom script: call RemoveLocation(udg_harpypoint_Copy)
      • Custom script: call DestroyGroup (udg_harpytargetz)

Trigger:
  • hammer spin
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (((Ability being cast) Equal to Rush ) or ((Ability being cast) Equal to Spinning Phantom )) or (((Ability being cast) Equal to Triple Slash ) or ((Ability being cast) Equal to Rush Gaikoz ))
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Make (Triggering unit) Invulnerable
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Gaikoz
        • Then - Actions
          • Trigger - Turn off teleport <gen>
        • Else - Actions
      • Set hammerunit = (Triggering unit)
      • Set hammerskill = (Ability being cast)
      • Set hammerpoint = (Position of hammerunit)
      • Set hammertarget = (Target point of ability being cast)
      • Unit - Hide hammerunit
      • Unit - Unhide hammerunit
      • Selection - Add hammerunit to selection for (Owner of hammerunit)
      • Animation - Play hammerunit's attack animation
      • Trigger - Turn on hammer spin 2 <gen>
      • Wait 0.75 seconds
      • Animation - Reset hammerunit's animation
      • Trigger - Turn off hammer spin 2 <gen>
      • Unit - Make (Triggering unit) Vulnerable
      • Custom script: call RemoveLocation (udg_hammerpoint)
      • Custom script: call RemoveLocation (udg_hammertarget)
      • Custom script: call DestroyGroup (udg_hammertargetz)
      • Trigger - Turn on (This trigger)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Gaikoz
        • Then - Actions
          • Trigger - Turn on teleport <gen>
        • Else - Actions

Trigger:
  • hammer spin 2
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set hammerpoint = (Position of hammerunit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of hammerunit) Equal to Ghost Blader
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of hammerunit using StunRune.mdx
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of hammerunit) Equal to Jin Kaze'aaze (2nd Form)
        • Then - Actions
          • Unit - Create 1 punisher combo for (Owner of hammerunit) at hammerpoint facing Default building facing degrees
          • Unit - Kill (Last created unit)
          • Set hammerpoint_Copy = (hammerpoint offset by 60.00 towards (Facing of hammerunit) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of hammerunit) Equal to Gargoyle
        • Then - Actions
          • Set hammerpoint_Copy = (hammerpoint offset by 60.00 towards (Facing of hammerunit) degrees)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of hammerunit) Equal to Lord Perseo
        • Then - Actions
          • Set hammerpoint_Copy = (hammerpoint offset by 75.00 towards (Facing of hammerunit) degrees)
        • Else - 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 hammerunit) Equal to Burning Magmok
              • (Unit-type of hammerunit) Equal to Magmok
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of hammerunit using Abilities\Spells\Other\Doom\DoomDeath.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of hammerunit) Equal to Octus
        • Then - Actions
          • Special Effect - Create a special effect attached to the chest of hammerunit using s_LavaBomb.mdx
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of hammerunit) Equal to Yamini
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of hammerunit using OrbitalRay.mdx
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • hammerskill Equal to Spinning Phantom
          • (Unit-type of hammerunit) Equal to Vanessa (Wolf Form)
        • Then - Actions
          • Special Effect - Create a special effect attached to the origin of hammerunit using Abilities\Spells\Other\Doom\DoomDeath.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • hammerskill Equal to Rush Gaikoz
          • (Unit-type of hammerunit) Equal to Vanessa (Wolf Form)
        • Then - Actions
          • Special Effect - Create a special effect attached to the left hand of hammerunit using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect attached to the right hand of hammerunit using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of hammerunit) Not equal to Lord Perseo
          • (Unit-type of hammerunit) Not equal to Gargoyle
          • (Unit-type of hammerunit) Not equal to Jin Kaze'aaze (2nd Form)
        • Then - Actions
          • Set hammerpoint_Copy = (hammerpoint offset by 37.50 towards (Facing of hammerunit) degrees)
        • Else - Actions
      • Unit - Move hammerunit instantly to hammerpoint_Copy, facing (Facing of hammerunit) degrees
      • Set hammertargetz = (Units within 200.00 of hammerpoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an ally of (Owner of hammerunit)) Equal to False) and ((((Matching unit) is dead)
      • Unit Group - Pick every unit in hammertargetz and do (Actions)
        • Loop - Actions
          • If ((Unit-type of hammerunit) Equal to Orc Warrior) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 35.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Orc Lord) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 60.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Violent Orc Lord) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 600.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Armored Cat) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 500.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Troll) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 100.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Dark Troll) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 375.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Elizabeth) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 135.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Mini Stone Golem) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 165.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Ghost Blader) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 180.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Gaikoz) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 250.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Jin Kaze'aaze (2nd Form)) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1000.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Cyclops) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 500.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Dark Anmon) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 750.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Spectral Gaikoz (1)) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 875.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Spectral Gaikoz (2)) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 875.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Spectral Gaikoz (3)) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 875.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Armored Lobster) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 210.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Dark Anmon Guard) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 240.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Burning Knight Spearman) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1050.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Burning Magmok) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1200.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Magmok) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1150.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Mutated Skeleton) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1100.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Moss Monster) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1100.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Spinemon) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1050.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Corrupt Ranger) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1075.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Foul Swordsman) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1100.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Ice Wyrm Spawn) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1200.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Wyrm Spawn) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1125.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to IceFang) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1225.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Hideous Borer) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1350.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Miston) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1400.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Poisonous Thorn Nunklemon) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1500.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Gargoyle) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 3750.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Lord Perseo) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 5000.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Aron) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1600.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Vanessa) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1500.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Bultaros) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1650.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Starkiln) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1750.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Yamini) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1950.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • hammerskill Equal to Spinning Phantom
            • Then - Actions
              • If ((Unit-type of hammerunit) Equal to Vanessa (Wolf Form)) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1800.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • hammerskill Equal to Rush Gaikoz
            • Then - Actions
              • If ((Unit-type of hammerunit) Equal to Vanessa (Wolf Form)) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1600.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
            • Else - Actions
          • If ((Unit-type of hammerunit) Equal to Octus) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1400.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
          • If ((Unit-type of hammerunit) Equal to Lenasien) then do (Unit - Cause hammerunit to damage (Picked unit), dealing 1600.00 damage of attack type Chaos and damage type Normal) else do (Do nothing)
      • Special Effect - Create a special effect attached to the origin of hammerunit using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_hammerpoint)
      • Custom script: call RemoveLocation(udg_hammerpoint_Copy)
      • Custom script: call DestroyGroup(udg_hammertargetz)
 

TheLegend

New Member
Reaction score
10
instead of your Wait's use Polled Wait
Q: Polled Wait (Wait game time seconds) - How does it work?
A polled wait waits for all players to complete the wait. This means that if one player is lagging, it still waits the full amount of time. This stops the notorious 'wait bug.' Just know it's good to use.
that will prevent another unit from casting the ability while this one is casted. the wait bug is a nasty thing to experience because it will make you trigger and units stuck
 

Inflicted

Currently inactive
Reaction score
63
Erm, why are you triggering the damage to different amounts depending on the type of the unit?
Keep it constant, would save alot of space and it wouldnt lag from having 1000 conditions run every 0.4 seconds.

You need to reduce that trigger, significantly.
 

colinjames12

Member
Reaction score
0
the dash attack 2 Copy only turns on when the dash attack trigger is turned on. And whenever the dash attack trigger is activated, it turns off and on again after 0.8 sec similar to the hammer spin trigger. So two units can never cast the same spell at the same time.
 

colinjames12

Member
Reaction score
0
I'm triggering the damage to different amounts because that's what it was supposed to be. the units share the same ability but they give different amounts of damage. But if I have to I could split them all into different triggers and give them each of their own ability even if they look exactly the same.
 

colinjames12

Member
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0
I decided to split them into multiple triggers to avoid many conditions. So is this one okay now?
Trigger:
  • dash attack
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Harpy Claws
      • (Unit-type of (Triggering unit)) Equal to Harpy
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Make (Triggering unit) Invulnerable
      • Set harpyunit = (Triggering unit)
      • Set harpytarget = (Target point of ability being cast)
      • Unit - Hide harpyunit
      • Unit - Unhide harpyunit
      • Selection - Add harpyunit to selection for (Owner of harpyunit)
      • Animation - Play harpyunit's attack animation
      • Trigger - Turn on dash attack 2 Copy <gen>
      • Wait 0.80 seconds
      • Trigger - Turn off dash attack 2 Copy <gen>
      • Unit - Make (Triggering unit) Vulnerable
      • Animation - Reset (Triggering unit)'s animation
      • Custom script: call RemoveLocation (udg_harpytarget)
      • Trigger - Turn on (This trigger)

Trigger:
  • dash attack 2 Copy
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set harpypoint = (Position of harpyunit)
      • Set harpypoint2 = (harpypoint offset by 39.00 towards (Facing of harpyunit) degrees)
      • Special Effect - Create a special effect attached to the origin of harpyunit using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Move harpyunit instantly to harpypoint2, facing (Facing of harpyunit) degrees
      • Set harpytargetz = (Units within 175.00 of harpypoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an ally of (Owner of harpyunit)) Equal to False) and ((((Matching unit) is dead) E
      • Unit Group - Pick every unit in harpytargetz and do (Actions)
        • Loop - Actions
          • If ((Unit-type of harpyunit) Equal to Harpy) then do (Unit - Cause harpyunit to damage (Picked unit), dealing 37.50 damage of attack type Chaos and damage type Normal) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_harpypoint)
      • Custom script: call RemoveLocation(udg_harpypoint2)
      • Custom script: call DestroyGroup (udg_harpytargetz)

If possible, does anybody know how to make this MUI with the use of hashtables. I really don't know how hashtables work. Another question

Does this lag?
Trigger:
  • raccoon follow
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Order raccoonunit to Follow raccoonowner
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
612
There's no need to set Triggering Unit to a variable, since it doesn't change its value until the trigger finishes.
 

Inflicted

Currently inactive
Reaction score
63
Only looking at your bottom trigger:
Does this lag?

Trigger:
  • raccoon follow
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Order raccoonunit to Follow raccoonowner
No. Aslong as 'raccoonunit' and 'raccoonowner' are set and cleared correctly.
 

colinjames12

Member
Reaction score
0
At KaerfNomekop, I need to set the triggering unit to a variable so that I can use it in the dash attack 2 Copy trigger. It's a rush type of skill. But all I need to know is that if it will not cause anymore lag.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
612
It shouldn't cause much lag unless you're using a slow computer that can't process all those triggers (which is unlikely). But keep in mind that it can't be activated twice at the same time.
 
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