Custom Scripts/JASS
You need to remove the locations + unit groups (you already knew that)
You code is a bit messed up too
Heres how I'd do it
Heres the short version
You need to remove the locations + unit groups (you already knew that)
You code is a bit messed up too
Heres how I'd do it
-
Actions
- -------- I added a NoLeaks Integer because I heard somewhere that fors A + B leak (not 100% sure bout that one) --------
- -------- Using the "For" action allows the units to be added to a temporary unit group --------
- Set Point1 = (Center of Center Large <gen>)
- -------- This leak keeps from making 6 centers of a region >< --------
-
For each (Integer NoLeaks) from 1 to 6, do (Actions)
-
Loop - Actions
- Unit - Create 1 Attacker5 for Player 12 (Brown) at Point1 facing Default building facing degrees
- Unit Group - Add (Last created unit) to UnitGroup1
-
Loop - Actions
- Set Random_Point1 = (Random point in (Playable map area))
- Unit Group - Order UnitGroup1 to Attack-Move To Random_Point1
- -------- For your waits, im not really sure what they effect, but you should use a timer --------
- -------- Or, simply use a periodic event --------
- -------- I prefer timers over periodic events (you know where they are at with their timing) --------
- -------- If you are waiting around for a reason (all the other spawns go before this one) --------
- -------- Then I suggest you have the other ones run this one when they are finished --------
- Custom script: call DestroyGroup(udg_UnitGroup1)
- Custom script: call RemoveLocation(udg_Point1)
- Custom script: call RemoveLocation(udg_Random_Point1)
- Custom script: set udg_UnitGroup1 = null
- Custom script: set udg_Point1 = null
- Custom script: set udg_Random_Point1 = null
- Custom script: // Here are the actual leak fixes ^^^
- Custom script: // The global variables (GUI variables) ALWAYS NEED A "udg_" before them
- Custom script: // in the examples, "udg_" is extremely important then the variable
- -------- I strongly suggest you learn leaks well, because loops will cause your WC to crash X_x --------
- Wait 45.00 seconds
- Set UnitAInt = (UnitAInt + 1)
- Trigger - Turn on Spawns2 <gen>
- Trigger - Run Spawns2 <gen> (checking conditions)
- -------- I don't think your WC can crash from small leaks like this one --------
- -------- Your crash is probably from another trigger that got f*cked up --------
Heres the short version
-
Actions
- Set Point1 = (Center of Center Large <gen>)
-
For each (Integer NoLeaks) from 1 to 6, do (Actions)
-
Loop - Actions
- Unit - Create 1 Attacker5 for Player 12 (Brown) at Point1 facing Default building facing degrees
- Unit Group - Add (Last created unit) to UnitGroup1
-
Loop - Actions
- Set Random_Point1 = (Random point in (Playable map area))
- Unit Group - Order UnitGroup1 to Attack-Move To Random_Point1
- Custom script: call DestroyGroup(udg_UnitGroup1)
- Custom script: call RemoveLocation(udg_Point1)
- Custom script: call RemoveLocation(udg_Random_Point1)
- Wait 45.00 seconds
- Set UnitAInt = (UnitAInt + 1)
- Trigger - Turn on Spawns2 <gen>
- Trigger - Run Spawns2 <gen> (checking conditions)