- Joined
- Jul 19, 2010
- Messages
- 307
Thanks for stopping by, among the leak tutorials I've read I never gained a firm understanding of whether: 1. Recycled MUI variables leak, 2. If even a normal variable leaks.
Main Example: (Would a trigger like this leak, if so what would fix it?)
Main Example: (Would a trigger like this leak, if so what would fix it?)
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Start
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Events
- Something Happens
- Conditions
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Actions
- Set Total_Indexes = (Total_Indexes + 1)
- Set PointA[Total_Indexes] = (Point(200.00, 200.00))
- Set PointB[Total_Indexes] = (Center of (Playable map area))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Total_Indexes Equal to 1
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Then - Actions
- Trigger - Turn on Loop <gen>
- Else - Actions
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If - Conditions
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Events
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Loop
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Events
- Time - Every 5.00 seconds of game time
- Conditions
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Actions
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For each (Integer Loop_Count) from 1 to Total_Indexes, do (Actions)
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Loop - Actions
- Set Angle2Measure[Loop_Count] = (Angle from PointA[Loop_Count] to PointB[Loop_Count])
- Special Effect - Create a special effect at PointA[Loop_Count] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
- Special Effect - Destroy (Last created special effect)
- -------- Clean up --------
- Set PointA[Loop_Count] = PointA[Total_Indexes]
- Set PointB[Loop_Count] = PointB[Total_Indexes]
- Set Angle2Measure[Loop_Count] = Angle2Measure[Total_Indexes]
- Set Total_Indexes = (Total_Indexes - 1)
- Set Loop_Count = (Loop_Count - 1)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Total_Indexes Equal to 0
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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For each (Integer Loop_Count) from 1 to Total_Indexes, do (Actions)
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Events