Ardenian
A
Ardenian
I learned in the past one should not destroy triggers.
However, I wonder about this:
This only refers to a specific unit.
Not a problem for me when referring to heroes, however, what about missiles ?
Considering each game a lot of missiles are fired, wouldn't this stack up and leak/lag or something ?
I talk about thousands of these events.
I currently use a function to trigger my unit's movement.
However, this function takes more than just movement into concern which is not always need, not needed for missiles e.g.
My idea was to write functions per use ( a function for heroes, a function for missiles, a function for homing missiles,...) and to puzzle together a trigger.
Then, upon unit death, I would destroy that trigger.
This would also apply to specific timers expiring.
Is that a good solution or are there aspects to consider ?
I know there is something like missile recycling, but I am not very fond of that right now.
However, I wonder about this:
TriggerRegisterUnitEvent(gg_trg_trigger,u, unitevent1)
This only refers to a specific unit.
Not a problem for me when referring to heroes, however, what about missiles ?
Considering each game a lot of missiles are fired, wouldn't this stack up and leak/lag or something ?
I talk about thousands of these events.
I currently use a function to trigger my unit's movement.
However, this function takes more than just movement into concern which is not always need, not needed for missiles e.g.
My idea was to write functions per use ( a function for heroes, a function for missiles, a function for homing missiles,...) and to puzzle together a trigger.
Then, upon unit death, I would destroy that trigger.
This would also apply to specific timers expiring.
Is that a good solution or are there aspects to consider ?
I know there is something like missile recycling, but I am not very fond of that right now.