woot
New Member
- Reaction score
- 8
function CheckHeartyAura
group g isn't nulled. That leaks a handle.
nope
i've since nulled the group.. doesn't change anything
do I have to null groups like that? I'm using DestroyGroup.. shouldn't that work?
function CheckHeartyAura
group g isn't nulled. That leaks a handle.
Test
Events
Player - Player 1 (Red) types a chat message containing -test as An exact match
Conditions
Actions
Set tempGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
Loop - Actions
Hero - Set (Picked unit) Hero-level to 10, Hide level-up graphics
Unit - Set mana of (Picked unit) to 100.00
Set tempUnit = (Picked unit)
Custom script: call DestroyGroup(udg_tempGroup)
Test
Events
Player - Player 1 (Red) types a chat message containing -test as An exact match
Conditions
Actions
[B]Set tempGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))[/B]
Unit Group - Pick every unit in [U](Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))[/U] and do (Actions)
Loop - Actions
Hero - Set (Picked unit) Hero-level to 10, Hide level-up graphics
Unit - Set mana of (Picked unit) to 100.00
Set tempUnit = (Picked unit)
Custom script: call DestroyGroup(udg_tempGroup)
Test
Events
Player - Player 1 (Red) types a chat message containing -test as An exact match
Conditions
Actions
Set tempGroup = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
Custom script: call DestroyGroup(udg_tempGroup)
If it goes up, and then goes down. Then you're not leaking. If it constantly goes up, then you are.
It might be something else that's leaking. That thing is very sensitive.
Are units being created?
Effects?
etc..
May be of help, butWar3err traces allocation of locations and groups. It keeps tracks of attempted double frees,
free(null) and leaks. Leak statistic reports can be extracted by call RemoveLocation(ItoLoc(-1))
and call DestroyGroup(ItoGrp(-1)).
It requires you to start WC3 with Grimoire.Hmmm, was just reading through the Grimoire manual, and saw
May be of help, but
1) I don't know how it works (I assume it does work though, otherwise it wouldn't be there )
2) I don't know if it requires you to start WC3 with Grimoire (if so, you're screwed if you have latest version of WC3)
3) If it doesn't, I haven't a clue where it extracts those statistic to
4) Not sure how exactly to use it (I'm guessing it's something similar to importing the stopwatch natives, but I don't really know)
Has anyone actually tried this to see how you get it working, and how well it works?
function Cond_Dual_Damage_Towers takes nothing returns boolean
local integer UID= GetUnitTypeId(GetTriggerUnit())
return UID == 039;n00E039; or UID == 039;n00I039; or UID == 039;n004039; or UID == 039;n00F039; or UID == 039;n00G039;
endfunction