Triggers - Memory Leaks and Custom Scripts

vypur85

Hibernate
Reaction score
803
Code:
call RemoveUnit (udg_YOURUNIT)

The above code is similar to the GUI version of 'Unit - Remove Unit'. Doing this will completely remove the unit from the game.

In GUI, unit variable does not leak. It does not require removal. You can still null it though, but it's not necessary. (Custom Script: Set YourVariable = null)


> it needs more destroy scripts

The tutorial has already taken care of most (or all) of the possible leaks in GUI. There are no more other destroy scripts that are necessary (as far as I know).
 

TwoHeadedBoy

New Member
Reaction score
6
Do Z-offsets in floating texts cause leaks? i.e.:

Trigger:
  • Actions
    • Floating Text - Create floating text that reads (asdf) at temp_loc with Z offset 20.00, using font size.....

Is there a leak in there? (I remove temp_loc)


Do floating texts above units leak?:

Trigger:
  • Actions
    • Floating Text - Create a floating text that reads (ASDF) above (Unit) with Z offset 0.00.......
 

Azlier

Old World Ghost
Reaction score
461
Z offset doesn't leak.

Floating text does indeed leak if you don't disable permanency and give it a lifespan. But that's pretty much it.
 

TwoHeadedBoy

New Member
Reaction score
6
So things attached to units (floating texts, special effects) dont leak (as long as you remove the effect)? Only ones that are created at a point?
 

Azlier

Old World Ghost
Reaction score
461
Nothing leaks if you remove it :nuts:. Except groups, but that's another subject.
 

Twisty

New Member
Reaction score
0
now i read it about 3 times, and i understand it all :D just got a little problem i think its leaking:
Set Temp_Group = (units of type Wisp)
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
(Terrain type at (Position of (Picked unit))) Equal to Felwood - Vines

How do i make a condition unleaking?
 

Zetrix91

TH.net Regular
Reaction score
2
i have a question about this trigger

Trigger:
  • Special Effect Good 2
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Center of (Playable map area))
          • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Undead\UnholyAura\UnholyAura.mdl
          • Set Temp_SFX[(Integer A)] = (Last created special effect)
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Wait 2.00 seconds
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Special Effect - Destroy Temp_SFX[(Integer A)]


How do u use the [(Integer A)] in a variable so that u can multi store the special effects

Set Temp_SFX"[(Integer A)]" = (Last created special effect)
^
This part
do i just set the variable name to: "VariableName[(Integer A)]
 

Thedreadlord

New Member
Reaction score
0
Yeah very nice and terribly usefull tutorial!Awsome thanks for the advices and tips.There is just one thing i didn't understand in one of your replys;How to deal with Array leaks like one already asked before but i didn't understand how to and where to add the [#] like you said.:confused:
 

NeosDany

Member
Reaction score
1
if i have a unit group with an array , how may I imput the destroy group code ? like set units in playable map area owned by player 12 = temp_unit_group ( array 1 )
 

SMaster

New Member
Reaction score
0
Yeah very nice and terribly usefull tutorial!Awsome thanks for the advices and tips.There is just one thing i didn't understand in one of your replys;How to deal with Array leaks like one already asked before but i didn't understand how to and where to add the [#] like you said.:confused:

I had the same Q but already answered! Great tut and very very very usefull!
 

revlisilver

New Member
Reaction score
0
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 :)
 
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