Dark_Phoenix
New Member
- Reaction score
- 3
First of all your trigger leaks tremendously.
Secondly, you should put this at the start of the actions:
Set Variable - SoulStealPoint[1] = Position of target unit of ability being cast.
Set Variable - SoulStealPoint[2] = Position of triggering unit.
Then when you reference those position later on replace it with those variable. As it is written now the position of those units is lost after the waits.
You should also create a variable for the target unit. SoulStealUnit = Target unit of ability being cast. You reference the target unit later when changing its colors or w/e but that can be lost because of your waits. You do not have to destroy this variable because it does not leak. Getting tired of variables yet? ^_^
You reference a group at the end when making all abominations explode. You should add a Set Variable - Set AbominationGroup = Units in playable map area of type Abomination before and then do pick every unit in AbominationGroup and do explode unit. Then Custom Script: call DestroyGroup(udg_AbominationGroup) to remove that leak.
You should also set those special effects to variables and then use the built in Special Effect - Destroy (Your sfx variable), as it is now you try to destroy the last effect after a wait and if another effect is created during that time your original effect is lost and takes up space because you can't find it.
At the end do Custom Script: call RemoveLocation(udg_SoulStealPoint[1]) (udg_Variable[2] for the rest of the array, etc) to remove the point leak.
Those are so unreliable... Just remember which stuff leaks.
Groups, points, etc.