- Joined
- Sep 19, 2006
- Messages
- 152
Just throwing a few questions out there.
1) If you Set r = udg_rect, and then later Call DestroyRect (r), will udg_rect also be destroyed?
2) Is it possible to increase a unit's max life using the SetUnitState command?
3) How do you activate the in-game text messages, such as "Not enough lumber" and "Cannot summon there"?
4) If you use the variable local group g (initially, but without "= CreateGroup ()"), but then an actual group is created only later in the trigger and when certain conditions are met, is it necessary to Call DestroyGroup (g) and set g = null when these conditions are NOT met? For example:
function
local group (g)
loca integer z = GetRandomInt (1, 2)
if z == 2 then
set g = CreateGroup ()
blah
blah
blah
call DestroyGroup (g)
endif
endfunction
In this case, if z = 1, no group is really created, so is it still necessary to destroy and null the group g?
5) What is the most efficient and leak-proof way to display a message to a single player?
1) If you Set r = udg_rect, and then later Call DestroyRect (r), will udg_rect also be destroyed?
2) Is it possible to increase a unit's max life using the SetUnitState command?
3) How do you activate the in-game text messages, such as "Not enough lumber" and "Cannot summon there"?
4) If you use the variable local group g (initially, but without "= CreateGroup ()"), but then an actual group is created only later in the trigger and when certain conditions are met, is it necessary to Call DestroyGroup (g) and set g = null when these conditions are NOT met? For example:
function
local group (g)
loca integer z = GetRandomInt (1, 2)
if z == 2 then
set g = CreateGroup ()
blah
blah
blah
call DestroyGroup (g)
endif
endfunction
In this case, if z = 1, no group is really created, so is it still necessary to destroy and null the group g?
5) What is the most efficient and leak-proof way to display a message to a single player?