- Joined
- Mar 10, 2009
- Messages
- 213
Does a dead unit occupy that much memory? Can it be removed from the memory at all?
Which method of dealing with the issue is more cost-efficient? By that I mean memory resources spent on reusing/checking conditions/playing sound/hiding/unhiding/relocating etc. the said dummy unit or simply on keeping a dead unit as is.
I fear that the WC3 might dedicate just as much 'effort' to running any, even the best recycle system.
Before posting this question I've spent at least an hour reading the archived messages on this topic through /search.
However, I still don't understand, whether the dummy recylcing system is an absolute must-have requirement for a lengthy playthrough. This resource Triggers - Memory Leaks and Custom Scripts states that adding an expiration timer doesn't create leaks, but many hive users stated otherwise.
Using only the expiraiton timer, I have launched my map in test mod, forcing each unit to emit 100 dummy projectiles (emulating gatling laser, minigun, fatman, nuka-launcher etc) every 3 sec, let it run for 2 hours and after that I observed no visible lag, compared to that, let's say, of Castle Wars unit pile-up. I fear that no matter what I do, I won't be able to avoid every tiny leak, and the game will eventually bug. Given that my map requires at least several hours to be completed, should I let it go and focus on other things? Or should I implement any dummy recycling system? (Doesn't matter which, there are plenty on hive.)
Which method of dealing with the issue is more cost-efficient? By that I mean memory resources spent on reusing/checking conditions/playing sound/hiding/unhiding/relocating etc. the said dummy unit or simply on keeping a dead unit as is.
I fear that the WC3 might dedicate just as much 'effort' to running any, even the best recycle system.
Before posting this question I've spent at least an hour reading the archived messages on this topic through /search.
However, I still don't understand, whether the dummy recylcing system is an absolute must-have requirement for a lengthy playthrough. This resource Triggers - Memory Leaks and Custom Scripts states that adding an expiration timer doesn't create leaks, but many hive users stated otherwise.
Using only the expiraiton timer, I have launched my map in test mod, forcing each unit to emit 100 dummy projectiles (emulating gatling laser, minigun, fatman, nuka-launcher etc) every 3 sec, let it run for 2 hours and after that I observed no visible lag, compared to that, let's say, of Castle Wars unit pile-up. I fear that no matter what I do, I won't be able to avoid every tiny leak, and the game will eventually bug. Given that my map requires at least several hours to be completed, should I let it go and focus on other things? Or should I implement any dummy recycling system? (Doesn't matter which, there are plenty on hive.)