Player Group Leaks

Curo

Why am I still playing this game...?
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109
So I just went through my map and decided to try and remove all the player group leaks. Now, none of my player group triggers will run. What was my mistake?

Here is my first trigger that deals with a player group:
Trigger:
  • instructions
    • Events
      • Time - Elapsed game time is 0.50 seconds
    • Conditions
    • Actions
      • Set TempPlayerGroup = (All players)
      • Game - Display to TempPlayerGroup for 10.00 seconds the text: Type |cffffcc00-inf...
      • Game - Display to TempPlayerGroup for 5.00 seconds the text: Player 1 (Red/Host)...
      • Player Group - Pick every player in TempPlayerGroup and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Curo <gen>)
      • Custom script: call DestroyForce (udg_TempPlayerGroup)

Neither of the text lines display, and the vision modifier is not added.
 

Baltazhar

Active Member
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55
I'm fairly certain that preset playergroups doesn't leak at all, just like the region (Playable map area) doesn't.

You can just refer to All Players in those messages, no need to set a group.

- Baltazhar
 

Curo

Why am I still playing this game...?
Reaction score
109
I'm fairly certain that preset playergroups doesn't leak at all, just like the region (Playable map area) doesn't.

You can just refer to All Players in those messages, no need to set a group

Presets don't leak, eh? Interesting. Player group (Triggering player) will leak though, right?

I'd still like to know why using my custom variable instead of "All players" is causing the trigger to fail.
 

Andrewgosu

The Silent Pandaren Helper
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716
"All Players" does not leak because that function refers to a global force variable containing all the players.
 

Baltazhar

Active Member
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55
Playergroup (Triggering Player) will leak - But you can do a Convert Index to Player, that won't leak either.

In your trigger, does the visibility modifier get set as it should?
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> I'd still like to know why using my custom variable instead of "All players" is causing the trigger to fail.

Simple really,
> Set TempPlayerGroup = (All players)

This does not create a copy of that group.
But makes your variable point to the very global group.

As such, once destroyed... it's gone. You're destroying "All players".
 

Baltazhar

Active Member
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55
Ace that doesn't make a lot of sense. He's displaying the messages before he destroys the group, so it should work at least once?
 

Curo

Why am I still playing this game...?
Reaction score
109
Playergroup (Triggering Player) will leak - But you can do a Convert Index to Player, that won't leak either.

Oh really? So when referring to a single player, I can convert the player index to the player, then convert that to a group, and it will never leak. I've never heard that before

In your trigger, does the visibility modifier get set as it should?

No, it didn't.

I am reverting back to the All Players references now.

And thanks for the answer, Ace. +rep to both
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> so it should work at least once?

If this were the only trigger, yes.

However,
> ... remove all the player group leaks. Now, none of my player group triggers will run

It was already gone by the time this trigger was supposed to run...


> ... then convert that to a group

Well, no.
The player as such is fine, but you're still creating a group.
 

Baltazhar

Active Member
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55
I haven't seen any leak issues with Indexing Player, so that's one way to refer to a player as a player group if needed.

I have used it several times, because you sometimes just can't select a single player.

AceHart usually knows everything, so I'll let him have the final call about if Indexing Player leaks. If it does, I have a LOT of fixing to do :D
 

AceHart

Your Friendly Neighborhood Admin
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1,495
If you're using single player groups rather often, why not store / create them once, and never worry about anything?

Events:
- Map init
Conditions:
Actions:
Pick every player in (All players) and do
- Set SinglePlayerGroup[Player number of (Picked player)] = PlayerGroup(Picked player)

In JASS this is even simpler as that group array already exists...
 

Curo

Why am I still playing this game...?
Reaction score
109
I think Baltazhar is trying to say that the following does not leak:

Code:
Game - Display to (Player group((Player((Player number of (Triggering player)))))) the text: text

I think it does leak, however, and I think that Ace would agree with me. Would you two care to clarify?
 

AceHart

Your Friendly Neighborhood Admin
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1,495
> (Triggering player)

No problem.

> (Player number of (Triggering player))

No problem.

> (Player((Player number of (Triggering player))))

No problem.

> Player group((Player((Player number of (Triggering player)))))

Here we have a new group... where does it go when the "display" line ends?
 

Curo

Why am I still playing this game...?
Reaction score
109
The first 3 cause no problem because they are just references to players, and not player groups, correct?
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
The first 3 don't create anything. Basically, they just "have a look".
The last one though creates a new group, puts whatever player in and returns that group.


On a related note, "(Player((Player number of (Triggering player))))" is the same as simply using "Triggering player"...
 
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