SO I understand that as far as Unit Death Event goes, it's best just to have 1 trigger for Generic Unit Death so I only have 1 event firing through-out my map when stuff dies.
But I was questioning this method since I end up filling a lot of conditions into one trigger to have certain things only happening for certain unit deaths.
So I had an idea with using this:
BUT from what I know these Events do actually leak unless the trigger is destroyed. It's not enough to remove the unit.
My question is: Is it heavier for the system to have a bunch of "invalid/dead" Specific Unit Events lying around compared to having a Generic Unit Death event that checks through many conditions to find out what to do.
Please let me know what you think. Thank you for looking into this!
But I was questioning this method since I end up filling a lot of conditions into one trigger to have certain things only happening for certain unit deaths.
So I had an idea with using this:
-
Trigger - Add to TriggerWithoutEvent <gen> the event (Unit - MyUnit Dies)
BUT from what I know these Events do actually leak unless the trigger is destroyed. It's not enough to remove the unit.
My question is: Is it heavier for the system to have a bunch of "invalid/dead" Specific Unit Events lying around compared to having a Generic Unit Death event that checks through many conditions to find out what to do.
Please let me know what you think. Thank you for looking into this!