| 03-03-2009, 08:45 AM | #2 |
Your first trigger doesn't make much sense to me honestly... you arn't even checking for a hero that has your Life Essence ability o.O. Also, Position of (whatever) leaks. Make a variable location called TempPoint and set it equal to those positions. Then after you are done with it pull up CustomScript and type this in [thumbnail]call RemoveLocation(udg_TempPoint)[/thumbnail]. That will prevent your locations from leaking. As for your second trigger, do you have 2 heroes on opposite sides that both have this ability? |
| 03-03-2009, 09:15 AM | #3 |
He leaks more than just a location, unit groups as well, but leaks wouldn't cause his problems. My best guess is that for some reason your dummy units aren't being removed. The generic timer should take care of them, but from what you say it sounds like they're still around. If the dummy unit is controlled by a computer player, then it would naturally cast heal on the hurt unit to heal it if the dummy is idle. Make your dummy units visible then watch in game to see if they are actually being removed. |
| 03-03-2009, 12:59 PM | #4 | ||
Quote:
No. Only 1 hero has the ability. Quote:
The dummy units are getting removed, and are getting created over and over again. The dummy units are created for the Hero with the ability, and not controlled by a computer player, if that is what you meant. Any suggestions? |
| 03-03-2009, 05:25 PM | #5 |
Remove the dead allies from the game after they've already been used once, unless you absolutely need those corpses there for later purposes. |
| 03-04-2009, 10:44 AM | #6 |
I do need the corpses for later purposes (spells etc.). Are these corpses causing the trigger to be run over and over again? |
| 03-04-2009, 10:54 AM | #7 |
The reason it runs forever is because you're adding an expiring timer (at the end of which, the unit dies) to the dummy unit every time a unit dies. So every time a unit dies, kill a unit, etc. |
| 03-04-2009, 05:30 PM | #8 |
Dur, why didn't I see that. Just add a condition to the spell or turn the trigger off after it runs, then wait 1.1 seconds, then turn it back on. |
| 03-06-2009, 05:52 AM | #9 |
Somehow, the second trigger is also picking up dying allied units (dummy units/normal units etc.). Adding Trigger: Conditions
![]() ((Dying unit) belongs to an enemy of (Owner of (Killing unit))) Equal to True |
| 03-06-2009, 08:04 AM | #10 | |
Quote:
So what you're saying here is that when you -attack- a unit it runs this trigger? There is definitely something else wrong with your code if an attack triggers a death event. For your other problem... Try using "((Dying unit) belongs to an ally of (Owner of (Killing unit))) Equal to False" |
| 03-06-2009, 02:12 PM | #12 |
Hmm. See the problem is sometimes conditions like these don't act as they should. Try using (Triggering unit) instead of (Dying unit). |
| 03-07-2009, 02:48 AM | #13 |
Hmm, it seems that units that die from an expiration timer make the trigger run, even if its an ally or enemy. Strange.. |
| 03-07-2009, 03:21 AM | #14 |
That's easily fixed by adding a unit-type condition, just check to make sure it's not the dummy type. Checking for enemy/ally is a bit silly way to do it. |
| 03-07-2009, 09:56 AM | #15 | |
Quote:
I knew I commented on that earlier :P |
