region/trigger help

Ruku-Chan

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ok i am makeing a map with a few difrent regions in it and each region has it own name, so i need a trigger that will show the name of the region they are entering when a player enters it but only show the name for that player
 

CaptDeath

New Member
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103
set a temp point to the center of desired region then create a floating text there then remove the point
 

Ruku-Chan

New Member
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set a temp point to the center of desired region then create a floating text there then remove the point


i would rather when they first enter the area it comes up as a chat message for the player entering the region,

i had already thought about doing that but decided not to make a floating text
 

CaptDeath

New Member
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that? thats easy
under Game(in the GUI)
Game - Display Text Message Blah Blah to (All Players)
 

ShadowInTheD

Active Member
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Well, you can't not leak in GUI, but there is an easy way.

call RemoveLocation(udg_<Point[If there's an index, put in these brackets, otherwise don't have brackets]>)

As for the region name, it depends. I don't know if you can get the actual region name through a single action, but if you only have a few regions, you could get away with checking each individual region, and displaying that region's name.
 

CaptDeath

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i dont think you can float text a given player
and i think what he wanted was Game - Display message
 

Ruku-Chan

New Member
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yes display a message to a given player. im stile new to wc3 editor so i dont know how to do stuff like that yet.

and i have no idea what gui is but if it causes leaks im not even gona try it
 

Don

Rise with the Fallens!
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52
rofl, gui is... what you,re doing.

And learn what are leaks before you don't want them (even tho it's a nuisance...)!
 

Kikac_NNGK

Well-Known Member
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33
just make the
Game - Display message to (All players matching (Owner of (Entering unit)) Equal to (Triggering Player))
 

ShadowInTheD

Active Member
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Ruku, GUI the way you create triggers through clicking (and in a few cases, typing). You should read a tutorial about leaks, sorry I don't have a link, but something that causes a leak is no problem, because all leaks can be cleaned up. What you should do for your trigger, is:

Events: Unit enters region
Conditions:
Actions:
Display to (Player of (Owner of (Triggering unit))) the text <Region name>

This here doesn't leak. Only the floating text trigger leaks.
 

bOb666777

Stand against the ugly world domination face!
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117
Ruku, GUI the way you create triggers through clicking (and in a few cases, typing). You should read a tutorial about leaks, sorry I don't have a link, but something that causes a leak is no problem, because all leaks can be cleaned up. What you should do for your trigger, is:

Events: Unit enters region
Conditions:
Actions:
Display to (Player of (Owner of (Triggering unit))) the text <Region name>

This here doesn't leak. Only the floating text trigger leaks.

Aren't players and rects handles that leak?
 

ShadowInTheD

Active Member
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It depends, ALL handles can leak, but only if another variable is set equal to some handle, and then set to another handle of the same type. There are four, I believe, special handles that leak otherwise: points, timers, special effects, and unit groups.

Normal handles, not like the four mentioned above, can be cleaned just by nulling the variable (doesn't have to happen unless the variable will be used again). The four mentioned above most be destroyed, nulled, and then are able to removed.

Examples:
Set Unit = Footman..\_____________
Set Unit = Wisp......./........................Leaks

Set Unit = Footman....\
Set Unit = null............|-------------- Doesn't leak
Set Unit = Wisp........./

Set Point = Center Of Playable Map Area......\__________
Set Point = Center of Region RandomRegion../....................Leaks

Set Point = Center Of Playable Map Area......\
call RemoveLocation(Point)..........................\__________
Set Point = null........................................./...................Doesn't Leak
Set Point = Center of Region RandomRegion../

UGH... My designs indicating sets got messed up because spaces were removed... LAME..

Fixed, kinda...
 
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