Hey,
Sorry for such a basic question, but does the syntax for custom scripts to remove groups and points matter? For instance, I have seen:
Custom script: call RemoveLocation(udg_Point)
Custom script: call RemoveLocation( udg_Point )
Custom script: call RemoveLocation (udg_Point)
I currently have perhaps 15 triggers that use the last syntax for a unit spawn trigger every 65 secs. I am experiencing alot of lag, and am wondering if it is because I am not properly removing leaks or if my old machine just cant handle that many units (which to be honest really isnt that much, using melee food cap, about 400 worth of units at any given time).
Any help would be great, thanks.
An example of my unit spawn trigger:
Sorry for such a basic question, but does the syntax for custom scripts to remove groups and points matter? For instance, I have seen:
Custom script: call RemoveLocation(udg_Point)
Custom script: call RemoveLocation( udg_Point )
Custom script: call RemoveLocation (udg_Point)
I currently have perhaps 15 triggers that use the last syntax for a unit spawn trigger every 65 secs. I am experiencing alot of lag, and am wondering if it is because I am not properly removing leaks or if my old machine just cant handle that many units (which to be honest really isnt that much, using melee food cap, about 400 worth of units at any given time).
Any help would be great, thanks.
An example of my unit spawn trigger:
-
Ancient Spawn lvl1
-
Events
- Time - Every 65.00 seconds of game time
-
Conditions
- (Player 5 (Yellow) Food used) Less than or equal to 300
-
Actions
- Set Point2 = (Center of Ancient Spawn Zone <gen>)
- If ((Ancient of Wind 0064 <gen> is alive) Equal to True) then do (Unit - Create 1 Druid of the Talon (Night Elf Form) for Player 5 (Yellow) at Point2 facing 90.00 degrees) else do (Do nothing)
- If ((Ancient of Lore 0063 <gen> is alive) Equal to True) then do (Unit - Create 3 Dryad for Player 5 (Yellow) at Point2 facing 90.00 degrees) else do (Do nothing)
- Custom script: call RemoveLocation (udg_Point2)
-
Events