Thoughts on KillUnit

Dirac

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Hello again, i realized i had a major leak issue in one of my triggers because i was Killing the dummy of a projectile instead of Removing it. But removing it causes the effect to dissapear instantly and i don't want that either, how and when is a unit removed after killed? Am i supposed to remove also all the other low frequency dummys instead of killing them?
 

Ayanami

칼리
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2 solutions. One, play the death effect via triggers. Two, on the dummy's death, use a timer to remove it after a few seconds.
 

vypur85

Hibernate
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803
I believe he meant this:
Code:
Event
 A unit dies
Condition
 Your Unit Type
Actions
 Wait 1.00 seconds
 Unit - Remove (Triggering unit)

Alternatively, you can set the decay time in Gameplay Constant to be lower. But it affects all units throughout. So it's up to your preference. :)
 

Dirac

22710180
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147
well basically yes, i would have to create a system that provides me the following function lol
call TimedRemoveUnit(unit,wait)
and removes the unit when the specified "wait" is over
 

Ayanami

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288
Perhaps something like this?

JASS:
library TimedRemoveUnit

globals
    private constant real PERIOD = 0.1 // timer update frequency
endglobals

struct Timed
    thistype next
    thistype prev
    unit u
    real r
    static timer linkTimer = CreateTimer()
    static integer linkCount = 0
    
    private static method iterate takes nothing returns nothing
        local thistype this = thistype(0)
        
        loop
            set this = this.next
            exitwhen this == 0
            
            if this.dur <= 0 then
                set this.next.prev = this.prev
                set this.prev.next = this.next
                
                set linkCount = linkCount - 1
                if linkCount == 0 then
                    call PauseTimer(linkTimer)
                endif
                
                call RemoveUnit(this.u)
                call this.deallocate()
            else
                set this.dur = this.dur - PERIOD
            endif
    endmethod
    
    public static method removeUnit takes unit u, real r returns nothing
        local thistype this = thistype.allocate()
        set thistype(0).next.prev = this
        set this.next = thistype(0).next
        set thistype(0).next = this
        set this.prev = thistype(0)
        
        if linkCount == 0 then
            call TimerStart(linkTimer, PERIOD, true, function thistype.iterate)
        endif
        set linkCount = linkCount + 1
        
        set this.u = u
        set this.r = r
    endmethod
endstruct

endlibrary


Then you would do something like:

JASS:
call Timed.removeUnit(DummyUnit, 5.)
 

Mindless

New Member
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4
I don't know Ayanami, I believe iteration is best avoided as I heard it uses a lot of memory. Sorry for not coming up with any other solution, but I was just pointing out a possible issue with Ayanami's solution. I may be wrong, but I just heard iteration is really slow, especially if you have a lot of "dummy unit projectiles".
 

Dirac

22710180
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147
Mindless is right, and wrong. There's a way to recode Ayanami's system but it would mean using lots of timers, one per dummy, instead of one static timer. So i woudnt really know what's slower or faster
 

Ayanami

칼리
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288
I don't know Ayanami, I believe iteration is best avoided as I heard it uses a lot of memory. Sorry for not coming up with any other solution, but I was just pointing out a possible issue with Ayanami's solution. I may be wrong, but I just heard iteration is really slow, especially if you have a lot of "dummy unit projectiles".

I believe it's better to have one static timer running all instances rather than multiple timers running one instance each.
 

Solmyr

Ultra Cool Member
Reaction score
30
Mindless is right, and wrong. There's a way to recode Ayanami's system but it would mean using lots of timers, one per dummy, instead of one static timer. So i woudnt really know what's slower or faster
Just use TimerUtils.
 

Dirac

22710180
Reaction score
147
I made this recently, i think it's a great solution.
JASS:
library RemoveDummy uses TimerUtils
    globals
        private integer DUMMY = 'h000'
        private real WAIT = 1.
    endglobals

    private struct Removal
        timer t
        unit u
    endstruct
    
    private function removeUnit takes nothing returns nothing
        local Removal s = GetTimerData(GetExpiredTimer())
        call RemoveUnit(s.u)
        call ReleaseTimer(GetExpiredTimer())
        call s.destroy()
    endfunction
    
    private function detect takes unit u returns nothing
        local Removal s
        if GetUnitTypeId(u) == DUMMY then
            set s = Removal.create()
            set s.u = u
            set s.t = NewTimer()
            call SetTimerData(s.t,s)
            call TimerStart(s.t,WAIT,false,function removeUnit)
        endif
    endfunction
    
    hook KillUnit detect
endlibrary
How does it work? Everytime you kill a dummy with KillUnit() it creates a 1 second timer and then removes it from the game, modify the WAIT value to change the delay
 

Jedi

New Member
Reaction score
63
Aren't Dead units already removed from game after a while?Or have you tried UnitApplyTimedLife with other life types?
 

Dirac

22710180
Reaction score
147
It's not the same being removed after 40 secs as being removed after 1 second, if a spell creates a huge amount of units it causes lag
 
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