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In-cred-ib-le
Last Activity:
Jul 2, 2010
Joined:
Oct 30, 2008
Messages:
6

Following 1

Followers 1

Location:
Germany

In-cred-ib-le

Judicator, from Germany

In-cred-ib-le was last seen:
Jul 2, 2010
    1. Joe-black-5
      Joe-black-5
      :D hello there little man any brother of Paladon is a brother of mine
    2. Eccho
      Eccho
      Keep in mind that the gg_unit_H000_0000 must be generated by the world editor, otherwise it will register a unit which is "null", meaning, a variable which doesn't point at any unit at all.
    3. Eccho
      Eccho
      function ME takes nothing returns nothing
      //I never said it, but Locations are stupid. Use x/y coordinates whenever you can.
      local real tX = GetOrderPointX()
      local real tY = GetOrderPointY()
      local string s = "Abilities\\Spells\\Other\\Doom\\DoomDeath.mdl"

      //Before, you created the effect twice and never removed the first one.
      call DestroyEffect(AddSpecialEffect(s, GetUnitX(gg_unit_H000_0000), GetUnitY(gg_unit_H000_0000)))
      //SetUnitX/Y is also nice.
      call SetUnitX(gg_unit_H000_0000, tX)
      call SetUnitY(gg_unit_H000_0000, tY)
      call DestroyEffect(AddSpecialEffect(s, tX, tY))

      //And done. We didn't have to clear up anything this time :D
      endfunction

      function InitTrig_MEffects takes nothing returns nothing
      local trigger t = CreateTrigger()
      call TriggerRegisterUnitEvent(t, gg_unit_H000_0000, EVENT_UNIT_ISSUED_POINT_ORDER )
      call TriggerAddAction(t, function ME )
      set t = null
      endfunction
    4. Eccho
      Eccho
      Well, nothing gets "un-leaked" unless you dont destroy them, right?

      Also, is is depending on the effect model you are using, when you are to destroy it.

      You know ThunderClap, and WarStomp for instance. They have no specific animation index, which means, they can be removed instantly after they have been created without aborting its gfx. In cases like these, the easiest you could do is to simply:
      call DestroyEffect(AddSpecialEffectLoc(s, i))

      In other cases, you would have to store the effect in a variable, wait, and then destroy it.
      Also, dont forget, that locations leak if you dont destroy them as well (in fact, practically everything which is not code, integer, real or boolean do leak, and are called handles)

      Keep in mind, always null local handles at the end of the function.
    5. Hanky
    6. MasterHaosis
      MasterHaosis
      In
      cred
      id
      ble
      :cgrin:
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  • About

    Location:
    Germany
    WarCraft 3 Account:
    In-cred-ib-le
    WarCraft 3 Realm:
    Northrend (Europe)
    Favourite Race:
    Human
    Favorite Organization/Clan:
    Blood Knights
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