Oh damn
On a thread on leaks in the GUI section, I decided to test a little system that I thought might clear the leaks from an event
The problem is, it doesn't work!!!
This is very very bad, as I don't have any idea how one could remove the event leaks
The way I thought it could possibly work would be to set the events to a trigger, and when you refresh it, simply destroy the trigger, set the variable to a new one, and re-register all of the events you wanted to keep
For this test map, the events are not carried onto a new trigger, when this refreshs, it simply destroys the trigger and creates a new one
ALSO, I used the player chat event, as I found certain events will not leak (for instance, my first event I was going to use to check leaks, was the specific unit death event, on the same unit multiple times, but I don't believe war3's system registered the extra ones, only the first event)
On a thread on leaks in the GUI section, I decided to test a little system that I thought might clear the leaks from an event
The problem is, it doesn't work!!!
This is very very bad, as I don't have any idea how one could remove the event leaks
The way I thought it could possibly work would be to set the events to a trigger, and when you refresh it, simply destroy the trigger, set the variable to a new one, and re-register all of the events you wanted to keep
For this test map, the events are not carried onto a new trigger, when this refreshs, it simply destroys the trigger and creates a new one
ALSO, I used the player chat event, as I found certain events will not leak (for instance, my first event I was going to use to check leaks, was the specific unit death event, on the same unit multiple times, but I don't believe war3's system registered the extra ones, only the first event)