does this leak?

INCINERATE

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hey can you guys please tell me if this leak



Trigger:
  • pigward
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Healing Ward (Pig)
    • Actions
      • Set pigward = (Target point of ability being cast)
      • Unit - Create 1 Pigward for (Triggering player) at pigward facing Default building facing degrees
      • Unit - Add a 25.00 second Generic expiration timer to (Last created unit)
      • Unit - Set level of Healing Ward Aura (Healing Ward piggy) for (Last created unit) to (Level of Healing Ward (Pig) for (Triggering unit))
      • Custom script: call RemoveLocation(udg_pigward)
 
Your eyes aren't so sharp. It does leak - can't you spot (Triggering unit) ? =P

Anyway, you need to set that (Triggering Unit) in variable.
 
> Your eyes aren't so sharp. It does leak - can't you spot (Triggering unit) ? =P
Triggering Unit doesn't leak.

> Anyway, you need to set that (Triggering Unit) in variable.
No, you don't. Just storing something into a variable isn't doing anything anyway. In fact, it could break MUI spells and systems.
 
Your eyes aren't so sharp. It does leak - can't you spot (Triggering unit) ? =P

Anyway, you need to set that (Triggering Unit) in variable.

Units don't leak. Your wrong.

No the trigger doesn't leak.
 
Your eyes aren't so sharp. It does leak - can't you spot (Triggering unit) ? =P

Anyway, you need to set that (Triggering Unit) in variable.

its only a few variables which leak.
points,
unitgroups,
playergroups,
special effects and such

are the most common. better read through one of the memory leak turtorials again if you are not sure.
 
Right... I have read few tutorials. And I see pretty lots of people using stuff like TempUnit for triggering unit...
Anyway sorry if I messed up someone's mind.
 
Then you misread it. Units leak but the leaking unit in this one is removed by the expiration timer. The triggering unit does not leak.
 
the unit is "leaking" because it exists. to remove a "unit leak" you would have to remove that unit and thats no option.
 
somewhere in it is leaking, i am 100% sure, just finished testing with a pal and the frame rate never recoverd after mass casting this spell like 30 times


it just stuck, then i tested my other spells and the frame rates always climbed back up after the spell effects,


if it doesnt leak, what else can it be ? is the set level of ability leaking? does that store on the ram for enternity each time i cast the ward?
 
For the frame rate to drop so suddenly, you'd need to be leaking constantly in a trigger that's run very often, usually with a periodic event.

One leak won't affect the frame rate. I doubt even 10,000 would affect it drastically.
 
I once had this problem with one very simple spell, problem actually was in dummy what casted sub-spells. Maybe try to change your ward unit. By the way, what unit ward uses?

And yes, Romek might be right. Do you use any other triggers which events are periodic or same as this?
 
Each time you run this trigger it will create a unit and alot of Units will indeed cause lag. If you keep in mind they are killed merely after 25 seconds it might take a while until your framerate "recovers"
 
im using a rifleman as the ward unit, with his fields set to be targted as a "ward" and model file of the unit is a heal ward and i put the heal ward aura ability on the unit, then i removed his attack / sounds.

i made it like this , so i can make the healing ward move around.. instead of creating 6 heal ward abilities with 6 heal ward units , i figured triggering the level of it on just 1 ward would be easier :p
 
Well, wards doesn't walk, cause their movement is set to NONE or speed to 0...
 
yea i have periodics running all game, but i know its either this code or the other code and not my other triggers

cause i just put him into my map today, and none of this lag was present before, and seeing that i only got 2 triggered spells for this guy, it has to be this or the code i posted in the jass section.


but from hardcore testing, i can claim with assurancey the lag comes from this stupid spell . i think im just going to take the long way out, and create 6 abilities with 6 separate units for each heal ward ability and base it off serpent ward or something
 
Did you put the dummy unit to Can't raise does not decay? x)
 
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