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Lag supression help?

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Aug 27, 2004
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Alright, my map doesn't lag at the initialization, but it starts to lag later, and if you leave it on for awhile, it spikes lag like crazy. I have every trigger disabled until it is needed. I have removed all unwanted units & disposed of all corpses. I have very few triggers that constantly run. I just dont get how my map is lagging... Are there other ways to reduce lag?
 
I just took a look at skibi td, and blizzard nullifies/destroys everything... To bad i dont know any jass to do it >.>.

I have a trigger that runs x.xx (.50sec/run). I have very few triggers that are always on. I think my problem is memory leaks... But i just dont know any jass to nulify/destroy things...
 
Is there any trigger that create many units or special effect?
If you create a unit via. trigger, it create a location, and it leak.

Unit - Create 1 Footman for Player 1 (Red) at (Center of Spawn Point <gen>) facing Default building facing degrees

This leak. Then do this:

Set MemoryLeaks_TempPoint = (Center of Spawn Point <gen>)
Unit - Create 1 Footman for Player 1 (Red) at MemoryLeaks_TempPoint facing Default building facing degrees
Custom script: call RemoveLocation( udg_MemoryLeaks_TempPoint )

This dosent leak. The variable type is a point
 
Groups also leak too. In fact everything but reals and integers and units(well usually) leak. But the two main ones that leak alot are groups and locations. To destroy a group, use the same method for destroying locations as described by -=Emergenzy=- but only using groups and using this line to clean up the group.

Code:
call DestroyGroup(WhichGroup)
 
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