Trigger Leakless?

simonake

New Member
Reaction score
72
Hi, I'm working on a Td and i wanted to know if this trigger was leakless. It send the unit to next region when they enter one.

Trigger:
  • Red Regions
    • Events
      • Unit - A unit enters Red1 <gen>
      • Unit - A unit enters Red2 <gen>
      • Unit - A unit enters Red3 <gen>
      • Unit - A unit enters Red4 <gen>
      • Unit - A unit enters Red5 <gen>
      • Unit - A unit enters Red6 <gen>
      • Unit - A unit enters Red7 <gen>
      • Unit - A unit enters Red8 <gen>
    • Conditions
      • ((Triggering unit) is Un Structure) Equal to FALSE
      • (Owner of (Triggering unit)) Equal to Player 12 (Marron)
    • Actions
      • Unit - Set the custom value of (Triggering unit) to ((Custom value of (Triggering unit)) + 1)
      • Set Red_Region[1] = Red1 <gen>
      • Set Red_Region[2] = Red2 <gen>
      • Set Red_Region[3] = Red3 <gen>
      • Set Red_Region[4] = Red4 <gen>
      • Set Red_Region[5] = Red5 <gen>
      • Set Red_Region[6] = Red6 <gen>
      • Set Red_Region[7] = Red7 <gen>
      • Set Red_Region[8] = Red8 <gen>
      • Set TempPoint = (Center of Red_Region[((Custom value of (Triggering unit)) + 1)])
      • Unit - Order (Triggering unit) to Avancer vers TempPoint
      • Custom script: call RemoveLocation( udg_TempPoint)
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Yepp, i belive so ;)
Though, why not just set those regions at Map Initialization ? Much more efficient then setting it each time ;)
 

Azlier

Old World Ghost
Reaction score
461
>Much more efficient then setting it each time
This man speaks the truth, but GUI is efficiency hell anyway.
 
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