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[Trigger] Making Spawn / Death Leakless

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  • Spawn Main Units
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Foot Soldier for Player 4 (Purple) at (Random point in Cragdallen Military Spawn <gen>) facing Default building facing degrees
      • Unit - Create 1 Orc Runner for Player 10 (Light Blue) at (Random point in Serdafen Military Spawn <gen>) facing Default building facing degrees
      • Unit - Create 1 Flesh Demon for Player 11 (Dark Green) at (Random point in Demon Spawn Main Entrance <gen>) facing Default building facing degrees
      • Unit - Create 1 Flesh Demon for Player 11 (Dark Green) at (Random point in Demon Spawn Small Entrance <gen>) facing Default building facing degrees
There's several other triggers involved with movement, but every 10 seconds of game time each side automatically spawns these to run towards a battlegrounds point on the map. How would I make this leakless (especially upon death, because a LOT of units die and not just these)
 
It's simple using custom scripts (I think you already know this). Or maybe you want an automatic leak fixing code?

PointVariable = Random point in region 1
...use of the variable
call RemoveLocation(udg_PointVariable)
PointVariable = random point in region 2
...use of the variable
call RemoveLocation(udg_PointVariable)

And so on..

I was more referring to the custom scripts, how could I go about implementing them properly. In their own trigger or what?
 
As DaneTheBeast said:
  • UnitCreation
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set Point = (Random point in Cragdallen Military Spawn <gen>)
      • Unit - Create 1 Foot Soldier for Player 4 (Purple) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Point)
      • -------- ... --------
Only the points are leaking in this trigger.

If you are worrying about leaks when units die, units do not leak.
A unit that dies will be automatically removed by the game once it decayed.
However if you have a lot of units in your map, it can be helpful to remove units as soon as they die, instead of waiting for them to decay. The corpses can cost a lot of performance if many of them are there at the same time.
 
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