Player group leaks and GUI

Deep thought

New Member
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1
I searched the forum and came upon many answers, but all of them contridicted each other. So, I just want to know 1. does this leak?

Trigger:
  • testa2
    • Events
    • Conditions
    • Actions
      • Game - Display to (Player group((Owner of (Dying unit)))) the text: blarg


If it does, then 2. does this fix it or does it still leak?

Trigger:
  • testa1
    • Events
    • Conditions
    • Actions
      • Set CavePlayerGroup = (Player group((Owner of (Dying unit))))
      • Game - Display to CavePlayerGroup the text: blarg
      • Custom script: call DestroyForce (udg_CavePlayerGroup)
 

Deep thought

New Member
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1
I've got another question but I really don't want to open up another thread like a spammer. Just wanted to make sure that this doesn't leak at all:

Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Clicked dialog button) Equal to Map_DialogButton[(0 + (Integer A))]
    • Then - Actions
      • Set Map_UnitGroup = (Units of type Shady Dealer (Armor))
      • Unit Group - Pick every unit in Map_UnitGroup and do (Actions)
        • Loop - Actions
          • Set Map_Point = (Position of (Picked unit))
          • Set Map_PlayerGroup = (Player group((Player((Integer A)))))
          • Cinematic - Ping minimap for Map_PlayerGroup at Map_Point for 1.00 seconds
          • Custom script: call RemoveLocation (udg_Map_Point)
          • Custom script: call DestroyForce (udg_Map_PlayerGroup)
      • Custom script: call DestroyGroup (udg_Map_UnitGroup)
    • Else - Actions



Particularly the part within the unit group.
 

hopy

Active Member
Reaction score
64
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Clicked dialog button) Equal to Map_DialogButton[(0 + (Integer A))]
    • Then - Actions
      • Set Map_UnitGroup = (Units of type Shady Dealer (Armor))
      • Unit Group - Pick every unit in Map_UnitGroup and do (Actions)
        • Loop - Actions
          • Set Map_Point = (Position of (Picked unit))
          • Set Map_PlayerGroup = (Player group((Player((Integer A)))))
          • Cinematic - Ping minimap for Map_PlayerGroup at Map_Point for 1.00 seconds
          • Custom script: call RemoveLocation (udg_Map_Point)
          • Custom script: call DestroyForce (udg_Map_PlayerGroup)
      • Custom script: call DestroyGroup (udg_Map_UnitGroup)
    • Else - Actions
Shouldn't leak. However the:
Trigger:
  • (Clicked dialog button) Equal to Map_DialogButton[(0 + (Integer A))]

Didn't make any sence. :p
0 + Intreger A = Intreger A isn't it?
 

Accname

2D-Graphics enthusiast
Reaction score
1,464
well, in GUI you cannot remove all leaks. for example each time you set unitgroup variables you will leak no matter what you are trying to do.
the only difference is how much you leak.

the way your script is written is fine, thats the best one can do to prevent leaks. still it leaks.
to remove them all only Jass can help you.

or you could keep the unitgroup global adding all Shady Dealer units when entering the map to the group and removing them from the group after dieing. this way you wouldnt have to set the group each time the trigger fires and thus even less memory leaks.
 

Deep thought

New Member
Reaction score
1
Shouldn't leak. However the:
Trigger:
  • (Clicked dialog button) Equal to Map_DialogButton[(0 + (Integer A))]

Didn't make any sence. :p
0 + Intreger A = Intreger A isn't it?

Yeah, I know it is, that's just for easier triggering when I copy and paste it :p

well, in GUI you cannot remove all leaks. for example each time you set unitgroup variables you will leak no matter what you are trying to do.
the only difference is how much you leak.

the way your script is written is fine, thats the best one can do to prevent leaks. still it leaks.
to remove them all only Jass can help you.

or you could keep the unitgroup global adding all Shady Dealer units when entering the map to the group and removing them from the group after dieing. this way you wouldnt have to set the group each time the trigger fires and thus even less memory leaks.

Damn, that kinda sucks. Oh well, though...
 
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