INCINERATE
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i use triggered sounds for certain spells , do they cause leaks if i dont destroy them?
blizzard.j, common.j and iirc a 3rd one, though I don't remember the name...
native DestroyDefeatCondition takes defeatcondition whichCondition returns nothing
native DestroyEffect takes effect whichEffect returns nothing
native DestroyFilter takes filterfunc f returns nothing
native DestroyFogModifier takes fogmodifier whichFogModifier returns nothing
native DestroyForce takes force whichForce returns nothing
native DestroyGroup takes group whichGroup returns nothing
native DestroyImage takes image whichImage returns nothing
native DestroyItemPool takes itempool whichItemPool returns nothing
native DestroyLeaderboard takes leaderboard lb returns nothing
native DestroyLightning takes lightning whichBolt returns boolean
native DestroyMultiboard takes multiboard lb returns nothing
native DestroyQuest takes quest whichQuest returns nothing
native DestroyTextTag takes texttag t returns nothing
native DestroyTimer takes timer whichTimer returns nothing
native DestroyTimerDialog takes timerdialog whichDialog returns nothing
native DestroyTrigger takes trigger whichTrigger returns nothing
native DestroyUbersplat takes ubersplat whichSplat returns nothing
native DestroyUnitPool takes unitpool whichPool returns nothing
native DialogDestroy takes dialog whichDialog returns nothing
native TriggerRemoveAction takes trigger whichTrigger, triggeraction whichAction returns nothing
native TriggerRemoveCondition takes trigger whichTrigger, triggercondition whichCondition returns nothing
native RemoveLocation takes location whichLocation returns nothing
native RemoveRect takes rect whichRect returns nothing
native RemoveRegion takes region whichRegion returns nothing
when I use call RemoveLocation (udg_Temp_Point) It won't work it gives an error
Line 28: Invalid argument type (rect)
Line 31: Expected a code statement (rect)
function Trig_Untitled_Trigger_001_Actions takes nothing returns nothing
set udg_Temp_Point = gg_rct_Region_Start
call CreateNUnitsAtLocFacingLocBJ( 1, 'nspr', Player(11), GetRandomLocInRect(udg_Temp_Point), GetUnitLoc(GetTriggerUnit()) )
call RemoveLocation (udg_Temp_Point)
endfunction
I didn't use jass it just gave me that
Quick question,
Does using GUI to "Remove (unit) from the game" effectively stop the leak? Or is a custom script needed?
You only need to remove the leaks once at the end.