No.
If it's a global (if it would be a local you would know it is a local), you do not need to do anything about it.
If it is a local, you need to null it.
As to destroying things - groups, locations, and effects are NOT variables. They "point" (
read about pointers here) to an object which probably contains coordinates x and y for location, x, y and a string for an effect, and an array of units for a group.
Any how, since you probably didn't get most of what I just said - when you declare a location, effect, or a unit group, you actually declare two things: a variable (pointer) and an object.
Now as we said, if the variable is global, you do not need to do anything about it. But the object is a whole other subject.
You must destroy that object once you have done using it or else it will just stay in the memory and make your game lag in case of heavy leaking.
You remove locations with this script:
-
Custom script: call RemoveLocation(variable name)
Groups with this script:
-
Custom script: call DestroyGroup(variable name)
And finally effects with:
-
Custom script: call DestroyEffect(variable name)
Remember that if you are using globals, there is always "
udg_" before the variable name, so if you declared a point variable called "Point1", you will remove it with this script:
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Custom script: call RemoveLocation(udg_Point1)