| 09-17-2010, 11:00 AM | #1 |
seems like on hive they dont know anything about leaks. So i need to ask the pros... I hope ur better with leaks here... I using leak tool. I suck at gui need how to lean how to fix triggers now. Im tried of asking nubs who try to edit the triggers then nothing hapening. Here is the trigger: Trigger: Hook
![]() Actions
![]() ![]() Set PH_Index[1] = (PH_Index[1] + 1)
![]() ![]() Set PH_Index[2] = (PH_Index[2] + 1)
![]() ![]() Set PH_Counter[PH_Index[2]] = 0
![]() ![]() Set PH_Cast_Point = (Position of (Triggering unit))
![]() ![]() Set PH_Target_Point = (Target point of ability being cast)
![]() ![]() Set PH_Caster[PH_Index[2]] = (Triggering unit)
![]() ![]() Unit - Pause PH_Caster[PH_Index[2]]
![]() ![]() Animation - Play PH_Caster[PH_Index[2]]'s attack animation
![]() ![]() Set PH_Hook_Angle[PH_Index[2]] = (Angle from PH_Cast_Point to PH_Target_Point)
![]() ![]() Set PH_Near_Point = (PH_Cast_Point offset by 100.00 towards PH_Hook_Angle[PH_Index[2]] degrees)
![]() ![]() Unit - Create 1 Hook for (Owner of PH_Caster[PH_Index[2]]) at PH_Near_Point facing Default building facing degrees
![]() ![]() Set PH_Dummy[PH_Index[2]] = (Last created unit)
![]() ![]() Set PH_Hooked_Is[PH_Index[2]] = False
![]() ![]() Set PH_Hooked_Unit[PH_Index[2]] = No unit
![]() ![]() Custom script: call RemoveLocation(udg_PH_Near_Point)
![]() ![]() Custom script: call RemoveLocation(udg_PH_Cast_Point)
![]() ![]() Custom script: call RemoveLocation(udg_PH_Target_Point)
![]() ![]() Set PH_Damage = (100 x (Level of (Ability being cast) for PH_Caster[PH_Index[2]]))
![]() ![]() Set PH_Distance = (15 + (5 x (Level of (Ability being cast) for PH_Caster[PH_Index[2]])))leakchecker says Scan Complete Location leaks: 0 Special Effect leaks: 0 Lightning leaks: 0 Unit Group leaks: 0 Player Group leaks: 0 Variables PH_Cast_Point : (Line: 16) Location - Removed: Yes PH_Target_Point : (Line: 17) Location - Removed: Yes PH_Near_Point : (Line: 22) Location - Removed: Yes PH_Dummy[PH_Index[2]] : (Line: 24) Unit Group - Removed: No Summary Total Leaks: 0 Unremoved Variables: 1 Scan duration: 0 seconds Total Lines Scanned: 32 Total Words Scanned: 195 Fixing Memory Leaks: http://world-editor-tutorials.thehel...php?view=27219 So what il do is adding Custom script: call RemoveLocation(udg_PH_Dummy[PH_Index[2]]) ? Also next trigger I can remove enemy buildings lol! Trigger: Hook Loop
![]() Conditions
![]() Actions
![]() ![]() For each (Integer PH_Index[3]) from 1 to PH_Index[2], do (Actions)
![]() ![]() ![]() Loop - Actions
![]() ![]() ![]() ![]() If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![]() ![]() ![]() ![]() ![]() Then - Actions
![]() ![]() ![]() ![]() ![]() ![]() If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![]() ![]() ![]() ![]() ![]() ![]() ![]() Then - Actions
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Counter[PH_Index[3]] = (PH_Counter[PH_Index[3]] + 1)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Dummy_Point[PH_Index[3]] = (Position of PH_Dummy[PH_Index[3]])
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Hook_Point[PH_Index[3]] = (PH_Dummy_Point[PH_Index[3]] offset by 30.00 towards PH_Hook_Angle[PH_Index[3]] degrees)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Move PH_Dummy[PH_Index[3]] instantly to PH_Hook_Point[PH_Index[3]]
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Create 1 Effect for (Owner of PH_Caster[PH_Index[3]]) at PH_Dummy_Point[PH_Index[3]] facing PH_Hook_Angle[PH_Index[3]] degrees
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Turn collision for (Last created unit) Off
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Hashtable - Save Handle Of(Last created unit) as PH_Counter[PH_Index[3]] of PH_Index[3] in PH_Table
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Custom script: set bj_wantDestroyGroup = true
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit Group - Pick every unit in (Units within 64.00 of PH_Hook_Point[PH_Index[3]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of PH_Caster[PH_Index[3]])) Equal to True))) and do (Actions)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Loop - Actions
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() If - Conditions
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ((Picked unit) is Magic Immune) Equal to False
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() PH_Hooked_Is[PH_Index[3]] Equal to False
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Then - Actions
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Hooked_Unit[PH_Index[3]] = (Picked unit)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Hooked_Is[PH_Index[3]] = True
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Pause (Picked unit)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Turn collision for (Picked unit) Off
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Cause PH_Caster[PH_Index[3]] to damage (Picked unit), dealing (Real(PH_Damage)) damage of attack type Spells and damage type Lightning
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Else - Actions
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Custom script: call RemoveLocation(udg_PH_Dummy_Point[udg_PH_Index[3]])
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Custom script: call RemoveLocation(udg_PH_Hook_Point[udg_PH_Index[3]])
![]() ![]() ![]() ![]() ![]() ![]() ![]() Else - Actions
![]() ![]() ![]() ![]() ![]() ![]() If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![]() ![]() ![]() ![]() ![]() ![]() ![]() Then - Actions
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Counter[PH_Index[3]] = (PH_Counter[PH_Index[3]] - 1)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Dummy_Point[PH_Index[3]] = (Position of PH_Dummy[PH_Index[3]])
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Hook_Point[PH_Index[3]] = (PH_Dummy_Point[PH_Index[3]] offset by 30.00 towards (PH_Hook_Angle[PH_Index[3]] - 180.00) degrees)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Set PH_Effect = (Load (PH_Counter[PH_Index[3]] + 1) of PH_Index[3] in PH_Table)
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Kill PH_Effect
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Remove PH_Effect from the game
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Unit - Move PH_Dummy[PH_Index[3]] instantly to PH_Hook_Point[PH_Index[3]]
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Custom script: call RemoveLocation(udg_PH_Dummy_Point[udg_PH_Index[3]])
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Custom script: call RemoveLocation(udg_PH_Hook_Point[udg_PH_Index[3]])
![]() ![]() ![]() ![]() ![]() ![]() ![]() Else - Actions
![]() ![]() ![]() ![]() ![]() ![]() If (All Conditions are True) then do (Then Actions) else do (Else Actions)
![]() ![]() ![]() ![]() ![]() ![]() ![]() Then - Actions
![]() ![]() ![]() ![]() ![]() ![]() ![]() Else - Actions
![]() ![]() ![]() ![]() ![]() Else - Actions(Line: 24) (Word: 7) Unit Group Leak Unit Group - Pick every unit in (Units within 64.00 of PH_Hook_Point[PH_Index[3]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of PH_Caster[PH_Index[3]])) Equal to True))) and do (Actions) Unit Group - Pick every unit in ^Leak Scan Complete Location leaks: 0 Special Effect leaks: 0 Lightning leaks: 0 Unit Group leaks: 1 Player Group leaks: 0 Variables PH_Dummy_Point[PH_Index[3]] : (Line: 17) Location - Removed: No PH_Hook_Point[PH_Index[3]] : (Line: 18) Location - Removed: No PH_Dummy_Point[PH_Index[3]] : (Line: 52) Location - Removed: No PH_Hook_Point[PH_Index[3]] : (Line: 53) Location - Removed: No Summary Total Leaks: 1 Unremoved Variables: 4 Scan duration: 0 seconds Total Lines Scanned: 92 Total Words Scanned: 565 Fixing Memory Leaks: http://world-editor-tutorials.thehel...php?view=27219 So Here How i make so the hook dont cant move buildings? LOL its meat hook. Pls help me here guys + rep It seems like the guys on this site have more experience im wrong? Or the people on hive is just lazy at helping with triggers? |
| 09-18-2010, 07:36 PM | #2 |
gui leaks, take it easy. arrays dont need any nullifications. |
