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Destroy unit group [integer A]

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  • Wave of Flame Death
    • Events
    • Conditions
    • Actions
      • Set A = (Player number of (Owner of (Dying unit)))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • A Equal to 1
        • Then - Actions
          • Custom script: call DestroyGroup (udg_ugflame[1])
        • Else - Actions
          • Custom script: call DestroyGroup (udg_ugflame[udg_A])
When a unit dies, the player group sepouse to destroy the unit group [player number (owner of dieing unit)]
none of the above did the trick, and caused leak that bugged the map.
What is the correct way of doing this?
 
You use the same method with me got the same problem with me, lol.

its always best not to destroy a group but just remove the unit from the group when it
dies...
If CreateGroup() doesn't leak, this will effective: Remove all units from the group when spell is done.

About the Spell Idea: The wave travel very slow and can turn back => you should let it deal damage over time. (100 damage per sec equal to 5 damage per 0.05 sec)
 
You use the same method with me got the same problem with me, lol.


If CreateGroup() doesn't leak, this will effective: Remove all units from the group when spell is done.

About the Spell Idea: The wave travel very slow and can turn back => you should let it deal damage over time. (100 damage per sec equal to 5 damage per 0.05 sec)

erm... so ur saying it make 100 damage per second and last 10 seconds = 1000 damage? unlikely
but its funny idea, to see the enemy runaway from it after allready getting hit xD
 
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