Greetings you helpful hivers!
There's a really fun map that I began playing recently with a friend, but one thing that I noticed that after every single game at around the hour point it became almost unplayable because (from what I've recently researched as) of leaks!
It spawns at center of location every minute, then creates an item which is like a tome (gold coins) on that units death (which happens frequently). It also creates wild animals at random point in multiple locations, and it creates a ping at center of location on command.
So after learning just today that these leaks were the most likely issue I've been trying to clean up all the leaks! First of all I put this system in the map, to deal with all the gold coins after you pick them up. But now I'm just a little confused on how to clean up the areas.
You see, some of the triggers after creating units, inside the same trigger will pick all units inside the region and give them an order, and as I've read unit groups also leak. So my question is thus:
Also, I would like to know if this would leak:
All help would be appreciated!
There's a really fun map that I began playing recently with a friend, but one thing that I noticed that after every single game at around the hour point it became almost unplayable because (from what I've recently researched as) of leaks!
It spawns at center of location every minute, then creates an item which is like a tome (gold coins) on that units death (which happens frequently). It also creates wild animals at random point in multiple locations, and it creates a ping at center of location on command.
So after learning just today that these leaks were the most likely issue I've been trying to clean up all the leaks! First of all I put this system in the map, to deal with all the gold coins after you pick them up. But now I'm just a little confused on how to clean up the areas.
You see, some of the triggers after creating units, inside the same trigger will pick all units inside the region and give them an order, and as I've read unit groups also leak. So my question is thus:
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Caravan Coast
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Events
- Time - Every 110.00 seconds of game time
- Conditions
-
Actions
- Set TempPoint = Caravan Traveling spawn <gen>
- Unit - Create 1 Caravan for Player 12 (Brown) at (Center of TempPoint) facing Default building facing degrees
- Unit Group - Order (Units in TempPoint owned by Player 12 (Brown)) to Move To (Center of Travler End of the Road 1 <gen>)
- Custom script: call RemoveLocation (udg_TempPoint)
-
Events
Also, I would like to know if this would leak:
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Market Ping
-
Events
- Player - Player 1 (Red) types a chat message containing -Market as An exact match
- Player - Player 2 (Blue) types a chat message containing -Market as An exact match
- Player - Player 3 (Teal) types a chat message containing -Market as An exact match
- Player - Player 4 (Purple) types a chat message containing -Market as An exact match
- Player - Player 5 (Yellow) types a chat message containing -Market as An exact match
- Player - Player 6 (Orange) types a chat message containing -Market as An exact match
- Player - Player 7 (Green) types a chat message containing -Market as An exact match
- Player - Player 8 (Pink) types a chat message containing -Market as An exact match
- Conditions
-
Actions
- Cinematic - Ping minimap for (All players) at (Center of Market 1 <gen>) for 5.00 seconds
- Cinematic - Ping minimap for (All players) at (Center of Market 2 <gen>) for 5.00 seconds
- Cinematic - Ping minimap for (All players) at (Center of Market 3 <gen>) for 5.00 seconds
- Cinematic - Ping minimap for (All players) at (Center of Market 4 <gen>) for 5.00 seconds
- Cinematic - Ping minimap for (All players) at (Center of Market 6 <gen>) for 5.00 seconds
-
Events
All help would be appreciated!