the idea is a system that create struct by unit, add the unit to a unit group, and in another function, pick every unit in the group and take members of the struct that have the unit as a member
aff, all am i do is bugged? ¬¬ i guess yes,
i'll see and reply
EDIT
i finish, now, bug free XD (i hope ¬¬)
EDIT²
a dont know how to add lucoust to a unit by trigger :/
so, ¬¬, i dont know what do :/
EDIT:
i really dont see other leaks, but, however, try in the jass function, set the unit to null in the final, and if still so many leaks, try destroy the location every use, and set it again
maybe your code have group leaks, put a custon script: "set bj_wantDestroyGroup= true" before every group using and say to me if it worked.
And in you jass code, put "exit when Number < -1"
because the number code of the player 1 is 0
i have a question, if be this:
Set TempPoint = (Center of Region)
Custom script: call RemoveLocation (udg_TempPoint)
Set TempPoint = (Center of OtherRegion)
Custom script: call RemoveLocation (udg_TempPoint)
good work at remember,
in a sample jump, you will cut the jump in two parts
---------------------|---------------------
in the knockback trigger, you will think how many will be the distance the unit will knock, just taking the time and the range per trigger you will have the value, and...
on init trigger
set HeightUnit = (Currect Flying height of UnitVariable)
in the knockback trigger (the trigger thats runs every 0.03 seconds)
set HeightUnit = HeightUnit + 10.00 //ex.
Animation - Change UnitVariable flying height to HeightUnit at 1600.00
create a variable to take the currect flying height of unit, and every trigger run, you add a value to this variable and change the fly height to that variable
set HeightVariable = HeightVariable + "the integer value of change"
call SetUnitFlyHeight( "you unit", HeightVariable, 1600.00 )...