- Joined
- Jul 28, 2013
- Messages
- 768
Hello guys,
I have a series of questions concerning leaks.
1) When it comes to creating a trigger that spawns multiple units in a point of a region.
We know that this leaks.
This is an example from the map UndeadX07a.
As you can see, they initiated the point by assigning it to a variable.
2) Should we destroy special effects? Is it worth the trouble?
I mean should i assign every special effect in a variable then destroy it after it finishes its animation? Is it worth it?
3) Should we initialize sounds like this?
I've seen someone post a trigger, years ago, that eliminate used and destroyed items periodically.
Thank you.
I have a series of questions concerning leaks.
1) When it comes to creating a trigger that spawns multiple units in a point of a region.
We know that this leaks.
- Unit - Create 1 Warrior Arachnathid for Player 9 (Gray) at (Center of Region 030 <gen>) facing Default building facing degrees
This is an example from the map UndeadX07a.
As you can see, they initiated the point by assigning it to a variable.
- Set PointSpiderlingSpawn = (Center of Spiderling Spawn <gen>)
- Wait 1.00 seconds
- Unit - Create 1 Spiderling for AP3_Nerubian at PointSpiderlingSpawn facing 300.00 degrees
- Unit - Order (Last created unit) to Attack-Move To PointVoiceOverSlither
- Wait 0.50 seconds
- Unit - Create 1 Spiderling for AP3_Nerubian at PointSpiderlingSpawn facing 300.00 degrees
- Unit - Order (Last created unit) to Attack-Move To PointVoiceOverSlither
2) Should we destroy special effects? Is it worth the trouble?
I mean should i assign every special effect in a variable then destroy it after it finishes its animation? Is it worth it?
3) Should we initialize sounds like this?
-
Init 03 Sounds
- Events
- Conditions
-
Actions
- Set PlateActivationSound = BattlenetBirth1 <gen>
- Set ElevatorSound = BattlenetBirth1 <gen>
- Set GatesRollingSound = BattleNetDoorsStereo2 <gen>
- Set EarthquakeSound = Earthquake <gen>
- Set SpikeUpSound = MetalLightSliceMetal1 <gen>
- Set SpikeDownSound = MetalLightSliceFlesh3 <gen>
- Set DoorOpenSound = LargeCityGateOpen1 <gen>
I've seen someone post a trigger, years ago, that eliminate used and destroyed items periodically.
Thank you.