call RemoveLocation (udg_)

Curo

Why am I still playing this game...?
Reaction score
109
Would the same be applicable if a regular integer was used instead of Integer A? Say I have:

Point[1]
Point[2]
Point[3]

Will call RemoveLocation (udg_Point[GetForLoopIndexA()]) remove all 3 variables or do I need to use:
JASS:
call RemoveLocation (udg_Point[1])
call RemoveLocation (udg_Point[2])
call RemoveLocation (udg_Point[3])
 

Flare

Stops copies me!
Reaction score
662
If you use Integer A, you need to remove it with integer A, else I think you must do...

If you can cope with remove each array index one-by-one, you can remove it with a constant i.e.
Code:
Actions
    For each (Integer A) from 1 to 2, do (Actions)
        Loop - Actions
            Set p[(Integer A)] = (Center of (Playable map area))
    Custom script:   call RemoveLocation (udg_p[1])
    Custom script:   call RemoveLocation (udg_p[2])
 

PiCkstix

New Member
Reaction score
18
See, I have this:

Code:
Slide
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        SlideOn[(Integer A)] Equal to True
                    Then - Actions
                        Set Angle[(Integer A)] = (Facing of SlideUnit[(Integer A)])
                        Set Point[(Integer A)] = (Position of SlideUnit[(Integer A)])
                        Set Point[(Integer A)] = (Point[(Integer A)] offset by 7.00 towards Angle[(Integer A)] degrees)
                        Unit - Move SlideUnit[(Integer A)] instantly to Point[(Integer A)]
                        Custom script:   call RemoveLocation (udg_Point[GetForLoopIndexA()])
                    Else - Actions
 

Curo

Why am I still playing this game...?
Reaction score
109
Ooo, can I do the following?

Code:
For each (Integer A) from 1 to 4, do (Actions)
        Loop - Actions
            Custom script:   call RemoveLocation (udg_Point[Integer A])

Edit: OHHH! That's what this whole thread is about!!! :p So then this would work?

Code:
Set Point[1] = Position of (Triggering unit)
Set Point[2] = Point 1 offset by 100 towards 90 degrees
Set Point[3] = Point 1 offset by 100 towards 180 degrees
Set Point[4] = Point 1 offset by 100 towards 270 degrees
Set Point[5] = Point 1 offset by 100 towards 0 degrees
Create 1 [I]Unit[/I] at Point[2] for [I]Player[/I] facing Point[1]
Create 1 [I]Unit[/I] at Point[3] for [I]Player[/I] facing Point[1]
Create 1 [I]Unit[/I] at Point[4] for [I]Player[/I] facing Point[1]
Create 1 [I]Unit[/I] at Point[5] for [I]Player[/I] facing Point[1]
For each (Integer A) from 1 to 5, do (Actions)
        Loop - Actions
            Custom script:   call RemoveLocation (udg_Point[GetForLoopIndexA()])
 

OneBadPsycho

10100111001
Reaction score
93
Code:
For each (Integer A) from 1 to 4, do (Actions)
        Loop - Actions
            Custom script:   call RemoveLocation (udg_Point[Integer A])

You should do this:
Code:
For each (Integer A) from 1 to 4, do (Actions)
        Loop - Actions
            set Point[Integer A] = A point
            Custom script:   call RemoveLocation (udg_Point[GetForLoopIntegerA()])
 

PiCkstix

New Member
Reaction score
18
You were looping point and doing each individually:

"Actions
For each (Integer A) from 1 to 2, do (Actions)
Loop - Actions
Set p[(Integer A)] = (Center of (Playable map area))
Custom script: call RemoveLocation (udg_p[1])
Custom script: call RemoveLocation (udg_p[2])"

Well, Flare was. Why don't you just put the call RemoveLocation in the loop? :p

Hence, my post... :p
 

OneBadPsycho

10100111001
Reaction score
93
Edit: OHHH! That's what this whole thread is about!!! :p So then this would work?

Code:
Set Point[1] = Position of (Triggering unit)
Set Point[2] = Point 1 offset by 100 towards 90 degrees
Set Point[3] = Point 1 offset by 100 towards 180 degrees
Set Point[4] = Point 1 offset by 100 towards 270 degrees
Set Point[5] = Point 1 offset by 100 towards 0 degrees
Create 1 [I]Unit[/I] at Point[2] for [I]Player[/I] facing Point[1]
Create 1 [I]Unit[/I] at Point[3] for [I]Player[/I] facing Point[1]
Create 1 [I]Unit[/I] at Point[4] for [I]Player[/I] facing Point[1]
Create 1 [I]Unit[/I] at Point[5] for [I]Player[/I] facing Point[1]
For each (Integer A) from 1 to 5, do (Actions)
        Loop - Actions
            Custom script:   call RemoveLocation (udg_Point[GetForLoopIndexA()])

That should work.
 

Curo

Why am I still playing this game...?
Reaction score
109
You're still leaking. You are overwriting previous point with a new point, thus losing reference to old point and thus, you leak. Make a second point variable and use that for the (point offset by X towards Y)

Ya, Flare wants you to do this:

Code:
Set [B]Point[/B][(Integer A)] = (Position of SlideUnit[(Integer A)])
Set [B]Point2[/B][(Integer A)] = (Point[(Integer A)] offset by 7.00 towards Angle[(Integer A)] degrees)

And thanks again, Psycho.
 
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