Deceptively tricky trigger
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Deceptively tricky trigger
I have a trigger that works but it sometimes causes a memory leak and that c000005 error or whatever. If anyone can design a better trigger to remove the unit that constructs a structure right after he builds it I would be most greatful.
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- The Flying Cow!
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Re: Deceptively tricky trigger
Please paste your current trigger here.
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Re: Deceptively tricky trigger
Code: Select all
Event - (Generic unit event)
Unit - A unit Finishes construction
Actions - (Unit - Remove)
Unit - Remove (Triggering unit) from the game
Or, for a less leaky one (all GUI sucks)
use "Player-Owned Unit Event"...

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Re: Deceptively tricky trigger
Current trigger is:
Events- Unit owned by player 1, player 2, player 3.... finishes construction
Action- Remove random unit from unit group within proximity of 125
The catch is the constructed structure is the triggering unit
Events- Unit owned by player 1, player 2, player 3.... finishes construction
Action- Remove random unit from unit group within proximity of 125
The catch is the constructed structure is the triggering unit
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Re: Deceptively tricky trigger
Code: Select all
Unit - Remove (Constructed structure) from the game
Code: Select all
Unit - Remove (Triggering unit) from the game
BTW, instead of this...
"Events- Unit owned by player 1, player 2, player 3.... finishes construction"
Use "Generic unit event" and then add a condition for which players it is.
Code: Select all
Conditions - (Owner of (Triggering unit)) Equal to Player 1 (Red)
Code: Select all
(Owner of (Triggering unit)) Equal to (Random player from (Player_Group))

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Re: Deceptively tricky trigger
Once again, when i put triggering unit it takes away the structure. Which is why this trigger is deceptively tricky
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Re: Deceptively tricky trigger
That's gay of WC3... anyways, here it is.
Variables needed: "Worker" (Unit), "Structure_Count" (Unit Group)
*Array them if using this trigger for more than one player.
Triggers needed:
(For ONE player)
For more than one player (Example shows four players)
Variables needed: "Worker" (Unit), "Structure_Count" (Unit Group)
*Array them if using this trigger for more than one player.
Triggers needed:
(For ONE player)
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Made by the late ILikeHacking
My quote from SKillER
Spoiler:
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Re: Deceptively tricky trigger
...You could just not use ANY triggers in your map, and you won't ever leak.chunkamongus wrote:You sure that won't cause a memory leak?

Made by the late ILikeHacking
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