C
crazedcougar
Guest
if by mass, you mean two, then yes. Also 90% of the posts i see on theHelper are duplicates, so do a good search of the forum before posting....
Random Shooting
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
-------- Cleaning up before made unit, expecting this trigger has already ran once. --------
Unit - Remove Circle_OF_Power from the game
-------- Here should come too custom script to remove memory leak from "Circle_Of_Power" variable. --------
-------- First we need to store point to variable so we can destroy it later ( Memory leaks... ). --------
Set Random_Point = (Random point in (Playable map area))
Unit - Create 1 Circle of Power (large) for Neutral Passive at Random_Point facing Default building facing degrees
Set Circle_OF_Power = (Last created unit)
Unit - Order Mortar_Team to Attack Circle_OF_Power
Wait 2.00 seconds
Unit - Order Mortar_Team to Stop
-------- Here should come custom script what removes "Random_Point" leak. --------
Melee Initialization
Events
Map initialization
Conditions
Actions
[COLOR=SlateGray]Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Visibility - Disable fog of war
Visibility - Disable black mask[/COLOR]
Unit - Create 1 Mortar Team for Neutral Passive at (Center of Region 004 <gen>) facing Default building facing degrees
Set Mortar_Team = (Last created unit)
[COLOR=SlateGray]Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) over 0.00 seconds[/COLOR]
Creating Mortar Teams
Events
Map initialization
Conditions
Actions
Set n = (n + 1)
Set Random_Point[n] = (Random point in (Playable map area))
Unit - Create 1 Mortar Team for Neutral Passive at Random_Point[n] facing Default building facing degrees
Set Mortar_Team[n] = (Last created unit)
-------- Here should come custom script what removes variable "Random_Point[n]". --------
If (n Equal to 5) then do (Trigger - Turn off (This trigger)) else do (Trigger - Run (This trigger) (ignoring conditions))
-------- After game start variable "n" should be removed. --------
Set Region[1]= Region 0000 <gen>
Random Shooting
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
-------- Removing Circle Of Powers. --------
Unit Group - Pick every unit in (Units of type Circle of Power (large)) and do (Unit Group - Add (Picked unit) to Circle_Of_Power_Unit_Group)
Unit Group - Pick every unit in Circle_Of_Power_Unit_Group and do (Unit - Remove (Picked unit) from the game)
-------- Here should be unit-group variable "Circle_Of_Power_Unit_Group" memory leak removing. --------
-------- First we need to store point to variable so we can destroy it later ( Memory leaks... ). --------
For each (Integer A) from 1 to 5, do (Set Random_Point[(Integer A)] = (Random point in (Playable map area)))
For each (Integer A) from 1 to 5, do (Unit - Create 1 Circle of Power (large) for Neutral Passive at Random_Point[(Integer A)] facing Default building facing degrees)
-------- Seting up Mortar Teams orders. --------
For each (Integer A) from 1 to 5, do (Unit - Unpause Mortar_Team[(Integer A)])
For each (Integer A) from 1 to 5, do (Unit - Order Mortar_Team[(Integer A)] to Attack Ground Random_Point[(Integer A)])
Wait 3.00 seconds
For each (Integer A) from 1 to 5, do (Unit - Pause Mortar_Team[(Integer A)])
-------- Here should come custom script what removes "Random_Point[Integer A]" & "Mortar_Team[Integer A]" leaks. --------
tags the litte [B]#[/B] button on above your text typing field.
EDIT: Updated map triggers & attachmant so you know where are memory leaks.
Nina said:also probably a verry dumb question but: when you want to place a unit in your map using the tool pallette its each time in a random rotation position but how do i change it lets say to always go with the face to me?