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Did nulling unit group cause leak?

Level 9
Joined
Jul 22, 2015
Messages
164
Because i want merge one MUI trigger in one trigger loop with other, i decide to merge it to one variable but the problem (maybe) i'm afraid to it cause leak if i nullified since i don't use it on other trigger , I'm curious if that cause leak or not if i'm nulling one of unit group?

  • Custom script: set udg_AquaKonoGroupDummy[udg_AquaKono[0]] = null
Here for example i merge the trigger

  • Exocirm
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Exorcism
    • Actions
      • Set HeroAbilityLevel = (Level of (Ability being cast) for (Triggering unit))
      • Set HeroAttribute = (Intelligence of (Triggering unit) (Include bonuses))
      • Set HeroLevel = (Hero level of (Triggering unit))
      • Set HeroBaseDamage = (Base Damage of (Triggering unit) for weapon index 1)
      • Set HeroTrait = Magical[(Custom value of (Triggering unit))]
      • Set SongOfPearlBonus = (SongOfPearlDamageMultiplier[SongOfPearlLevel[(Custom value of (Triggering unit))]] x (Max life of (Triggering unit)))
      • Set HeroAllinOne = (((HeroBaseDamage + HeroAttribute) + HeroLevel) + HeroTrait)
      • Set Point[0] = (Position of (Triggering unit))
      • Set AquaKono[0] = (AquaKono[0] + 1)
      • Custom script: set udg_AquaKonoGroupDummy[udg_AquaKono[0]] = CreateGroup()
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set Point[1] = (Point[0] offset by 400.00 towards (72.00 x (Real((Integer A)))) degrees)
          • Set AquaKonoAngle[AquaKono[0]] = (Angle from Point[1] to Point[0])
          • Unit - Create 1 Aqua Ion Beam for (Owner of (Triggering unit)) at Point[1] facing AquaKonoAngle[AquaKono[0]] degrees
          • Set AquaKonoDummy[AquaKono[0]] = (Last created unit)
          • Unit Group - Add AquaKonoDummy[AquaKono[0]] to AquaKonoGroupDummy[AquaKono[0]]
          • Custom script: call RemoveLocation(udg_Point[1])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff SongOfPearlBuff) Equal to True
        • Then - Actions
          • Set AquaKonoDamage[AquaKono[0]] = (AquaExorcismB[HeroAbilityLevel] + (SongOfPearlBonus + ((Real(HeroAllinOne)) x AquaExorcismM[HeroAbilityLevel])))
        • Else - Actions
          • Set AquaKonoDamage[AquaKono[0]] = (AquaExorcismB[HeroAbilityLevel] + (0.00 + ((Real(HeroAllinOne)) x AquaExorcismM[HeroAbilityLevel])))
      • Set AquaKonoCaster[AquaKono[0]] = (Triggering unit)
      • Set AquaKonoDelay[AquaKono[0]] = 0.00
      • Set AquaKonoRun[AquaKono[0]] = 0.00
      • Set AquaKonoSpeed[AquaKono[0]] = 15.00
      • Set AquaKonoX[AquaKono[0]] = 0.00
      • Set AquaKonoY[AquaKono[0]] = 0.00
      • Set AquaKonoStage[AquaKono[0]] = 1
      • Set AquaKonoX[AquaKono[0]] = 0.00
      • Set AquaKonoY[AquaKono[0]] = 0.00
      • Set AquaBoolean[AquaKono[0]] = False
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AquaKono[0] Equal to 1
        • Then - Actions
          • Trigger - Turn on ExocirmLoop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Point[0])
  • WaterSplash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sacred Water Splash
    • Actions
      • Set HeroAbilityLevel = (Level of (Ability being cast) for (Triggering unit))
      • Set HeroAttribute = (Intelligence of (Triggering unit) (Include bonuses))
      • Set HeroLevel = (Hero level of (Triggering unit))
      • Set HeroBaseDamage = (Base Damage of (Triggering unit) for weapon index 1)
      • Set HeroTrait = Magical[(Custom value of (Triggering unit))]
      • Set SongOfPearlBonus = (SongOfPearlDamageMultiplier[SongOfPearlLevel[(Custom value of (Triggering unit))]] x (Max life of (Triggering unit)))
      • Set HeroAllinOne = (((HeroBaseDamage + HeroAttribute) + HeroLevel) + HeroTrait)
      • Set Point[0] = (Target point of ability being cast)
      • Set AquaKono[0] = (AquaKono[0] + 1)
      • Set AquaKonoX[AquaKono[0]] = (X of Point[0])
      • Set AquaKonoY[AquaKono[0]] = (Y of Point[0])
      • Set AquaKonoCaster[AquaKono[0]] = (Triggering unit)
      • Set AquaKonoDummy[AquaKono[0]] = No unit
      • Set AquaKonoDelay[AquaKono[0]] = 1.98
      • Set AquaKonoRun[AquaKono[0]] = 0.00
      • Set AquaKonoSpeed[AquaKono[0]] = 15.00
      • Set AquaKonoStage[AquaKono[0]] = 2
      • Custom script: set udg_AquaKonoGroupDummy[udg_AquaKono[0]] = null
      • Set AquaBoolean[AquaKono[0]] = False
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff SongOfPearlBuff) Equal to True
        • Then - Actions
          • Set AquaKonoDamage[AquaKono[0]] = (AquaWaterSplash[HeroAbilityLevel] + (SongOfPearlBonus + ((Real(HeroAllinOne)) x AquaWaterSplash2[HeroAbilityLevel])))
        • Else - Actions
          • Set AquaKonoDamage[AquaKono[0]] = (AquaWaterSplash[HeroAbilityLevel] + (0.00 + ((Real(HeroAllinOne)) x AquaWaterSplash2[HeroAbilityLevel])))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AquaKono[0] Equal to 1
        • Then - Actions
          • Trigger - Turn on ExocirmLoop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_Point[0])
 
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