Where in the trigger shall the custom scrip be?

Solu9

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I have this simple spawn trigger.
What I want to know is when "For each (Integer A) from 1 to X" is used where the clean up script should be.

Example A:

Trigger:
  • Ambush 001
    • Events
      • Unit - A unit enters Spawn Ambush 001 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Paladin
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set TempPoint_1 = (Center of Ambush 001 <gen>)
          • Unit - Create 1 Runner for Neutral Hostile at TempPoint_1 facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_TempPoint_1)
      • Trigger - Turn off (This trigger)



Example B:

Trigger:
  • Ambush 001
    • Events
      • Unit - A unit enters Spawn Ambush 001 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Paladin
    • Actions
      • Set TempPoint_1 = (Center of Ambush 001 <gen>)
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Runner for Neutral Hostile at TempPoint_1 facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_TempPoint_1)
      • Trigger - Turn off (This trigger)


Is one of the triggers leaking or can both be used?
 

Imp Midna

Active Member
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Theoretically, both are fine. Example B is way better though since you dont create the same location over and over again, which is memory and time consuming.
 

Solu9

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Alright thanks for the answer. I have a bonus question however.

Trigger:
  • Ambush 001
    • Events
      • Unit - A unit enters Spawn Ambush 001 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Paladin
    • Actions
      • Set TempPoint_1 = (Center of Ambush 001 <gen>)
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Runner for Neutral Hostile at TempPoint_1 facing Default building facing degrees
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Crazed for Neutral Hostile at TempPoint_1 facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_TempPoint_1)
      • Trigger - Turn off (This trigger)


Is it the same in this example then?
 

Juggernaut

I don't know what to change it to
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Unless the location changes (offset by etc.) then just removing the location in the end is good.
However if you change the location inside the loop you need to remove it inside the loop.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Instead of making 2 loops, you could just bring the action in the second loop up to the first. And you could get rid of the loop altogether by using Create 10 [Units] instead of 1.
 

Solu9

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Alright here is the most tricky one I can come up with at the time being.

Notice that TempPoint_1 is now a random point in the region "Ambush 001"

Trigger:
  • Ambush 001
    • Events
    • Unit - A unit enters Spawn Ambush 001 <gen>
    • Conditions
    • (Unit-type of (Entering unit)) Equal to Paladin
    • Actions
    • Set TempPoint_1 = (Random point in Ambush 001 <gen>)
    • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
    • Unit - Create 1 Runner for Neutral Hostile at TempPoint_1 facing Default building facing degrees
    • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
    • Unit - Create 1 Crazed for Neutral Hostile at TempPoint_1 facing Default building facing degrees
    • Custom script: call RemoveLocation (udg_TempPoint_1)
    • Trigger - Turn off (This trigger)

Does it STILL not matter where the clean up script is or does it (in the case of random points) need to be inside the loop?

Edit: I just copied the trigger from above, thats why it look a bit messed up. Just treat it like the other trigger just with random point instead of center.
 

Juggernaut

I don't know what to change it to
Reaction score
32
This is still ok because TempPoint is set at begining of the spell. (Temp point gets 1 value - in the end it gets destroyed)

But if you would do it like this:

For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Set TempPoint = (Random point in Playable Map Area)

Then you should remove it inside the loop, because Temp point changes every time.
The way you did it is ok.
 

Solu9

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This is still ok because TempPoint is set at begining of the spell. (Temp point gets 1 value - in the end it gets destroyed)
I understand this. But I want to make completely sure that for every integer 1-X a unit is spawned at a random point in the region. And of course I also want to make sure that each of those points are completely gone afterwards.

I think what is confusing me it that I set a temppoint, but fail to understand how that point can be a lot of random points at the same time.
If I play along and say I understand that I fail to see how just ONE point cleaner can remove all of those random points.

Sorry for keeping this alive. I like to get it explained in every detail and make sure I understand how and why :)
 

Tharius

Occasionally Around
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Trigger:
  • Ambush 001
    • Events
    • Unit - A unit enters Spawn Ambush 001 <gen>
    • Conditions
    • (Unit-type of (Entering unit)) Equal to Paladin
    • Actions
    • Set TempPoint_1 = (Random point in Ambush 001 <gen>)
    • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
    • Unit - Create 1 Runner for Neutral Hostile at TempPoint_1 facing Default building facing degrees
    • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
    • Unit - Create 1 Crazed for Neutral Hostile at TempPoint_1 facing Default building facing degrees
    • Custom script: call RemoveLocation (udg_TempPoint_1)
    • Trigger - Turn off (This trigger)
This trigger will spawn the 20 units at the same point, which will be a single randomly selected point in the region Ambush 001. The reason the cleanup works outside of the loop is because it's only a single point and not "a lot of random points at the same time". The trigger that Juggernaut wrote has to clean up the point within the loop because it actually is picking 10 different random points, and cleaning it up outside the loop would only get the last point created, and leak the other 9.

When you run the line "Set TempPoint_1 = (Random point in Ambush 001 <gen>)", it won't give you a different point each time you look at TempPoint_1. TempPoint_1 is a point variable that only stores a single point. The part (Random point in Ambush 001 <gen>) is where the randomization is being done, and it returns a single (x,y) point that happens to be randomly chosen from within Ambush 001. TempPoint_1 is being set to that single point that the function returned, and doesn't care how the point was chosen.
 

Solu9

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Great! A lot of it I knew on beforehand but your reply set the all in context.

Thanks to all of you who replied :)
 
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