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Changing Game Interference - HeLP!!

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Level 2
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You mean the unit toolbar at the bottom? It's actually under pictures, under gameplay constants or something like that.
 
Level 12
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Thank

Hey thanks, it works now...

Btw, this is off topic but still goes in with the forum.

If you've played the game Eternity Calls castle defense, I would expect that you all lag. And in some cases, at levels between 10-15, the creep spawning triggers over-spawned, which causes intense lag since there are limitless creeps being spawned. I don't know why this happens, however I do know that this happens after the wc3 1.20 patch. Before that I have never changed the spawning system. So can someone be so kind to help me solve this issue? the map file is unprotected btw
 
Level 12
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Leaks

PurplePoot said:
Leaks?

Make sure youre not using

Create 1 footman at Center of <region> or anything. Make sure youre cleaning up your leaks.

Ok, so I did use the "create 1 footman at center of <region>" type. However I do not know why It's a leak? Is there another way to do this without using methods that are leak?

Thanks btw
 
Level 40
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Dec 14, 2005
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Well, basically a leak is when you leave an object lying around unused with no pointers, and it still sucks up memory space.

Make a variable called loc (Point-type) and do this instead

Set loc = <Point>
Create 2 Footmen at loc
Custom Script: call RemoveLocation( udg_loc )

Do this whenever you are working with point variables. Also, if you are using any Unit Groups, just add THIS to the previous line (this includes for CountUnitsInGroup)
Custom Script: set bj_wantDestroyGroup = true
 
Level 12
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Ok so instead of having the 2 footmans to be spawned at a region, I initialize it to spawn at a point, this point will be initialized by a variable. Then after the 2 footmans are created remove the point again? And for the unit group, that custom script works before the line where unit group is being spawned at point loc? hmmm I still don't get the bj_wantDestroyGroup = true


Thanks btw
 
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