Here a screenshot of how it looks like: http://i.imgur.com/4MshfEw.jpg
It starts around 10 minutes into the game. It doesn't cause lag or slows down the game, but it is obviously not playable. I only encounter the issue on one of my minigame-maps.
I do fix momery leak scources for Locations and Special Effects in my (GUI) triggers with custom scripts (except unit variables, because I can't find anything for that and it seems like Unit Variables don't leak, even if the target is not removed and the Variable gets reused).
I don't know what might be causing it and I haven't been able to find any similar post addressing it, so I have to ask for help in order to identify the issue, though I do have a guess what might be a cause.
However even if I am right, I wouldn't be smarter afterwards.
In order for you to understand what leads me to my guess, I'll have to sum up how the map works:
It runs with 8 players and hands out 1 random hero from a neutral passive hero pool to each player at the start.
Whenever a hero dies, he is being revived, added back to he hero pool and the player recieves another random hero from said pool after a short Timer expires.
Besides the glitch-issue that I mentioned earlier, I'm also (occasionally) seing units being teleported to the player and then suddenly turn back to neutral passive, which already suggests that something is wrong with my hero distribution triggers, however I was unable to find timing or variable issues, other than that everytime the player recieves a hero, the hero is set to a Unit Variable (Player1Hero, Player2Hero, etc.) and the Unit Variable keeps overwriting itself with new units.
I already tried to set the Unit Variable to a dummy and then remove the dummy from the game (in hope it clears the unit variable), but of course, it doesn't solve anything.
The obvious solution would be, to just not use the Unit Variables and identify the correct dead hero unit via a bunch of conditions, but even if this should fix the glitch, my question still remains:
Why is this happening?!
It starts around 10 minutes into the game. It doesn't cause lag or slows down the game, but it is obviously not playable. I only encounter the issue on one of my minigame-maps.
I do fix momery leak scources for Locations and Special Effects in my (GUI) triggers with custom scripts (except unit variables, because I can't find anything for that and it seems like Unit Variables don't leak, even if the target is not removed and the Variable gets reused).
I don't know what might be causing it and I haven't been able to find any similar post addressing it, so I have to ask for help in order to identify the issue, though I do have a guess what might be a cause.
However even if I am right, I wouldn't be smarter afterwards.
In order for you to understand what leads me to my guess, I'll have to sum up how the map works:
It runs with 8 players and hands out 1 random hero from a neutral passive hero pool to each player at the start.
Whenever a hero dies, he is being revived, added back to he hero pool and the player recieves another random hero from said pool after a short Timer expires.
Besides the glitch-issue that I mentioned earlier, I'm also (occasionally) seing units being teleported to the player and then suddenly turn back to neutral passive, which already suggests that something is wrong with my hero distribution triggers, however I was unable to find timing or variable issues, other than that everytime the player recieves a hero, the hero is set to a Unit Variable (Player1Hero, Player2Hero, etc.) and the Unit Variable keeps overwriting itself with new units.
I already tried to set the Unit Variable to a dummy and then remove the dummy from the game (in hope it clears the unit variable), but of course, it doesn't solve anything.
The obvious solution would be, to just not use the Unit Variables and identify the correct dead hero unit via a bunch of conditions, but even if this should fix the glitch, my question still remains:
Why is this happening?!