- No.But won't it create a location leak every time it spawns a unit there?
How do fix the leaks in those 2 examples, i know u do ( call RemoveLocation(udg_Fisherpoint[ ??? ]) ) but well... What should it be in
[ ] section?
Set Fisher_Point[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
Set Move_Fish_Here[(Integer A)] = (Curent_Pos[(Integer A)] offset by ((Real(Total_Range_Fishing[(Integer A)])) / 20.00) towards (Real(Degrees_Between_Fish_N_Fisher[(Integer A)])) degrees)
( call RemoveLocation(udg_Move_Fish_Here[Integer A]) )
Set Move_Fish_Here[(Integer A)] = (Curent_Pos[(Integer A)] offset by ((Real(Total_Range_Fishing[(Integer A)])) / 20.00) towards (Real(Degrees_Between_Fish_N_Fisher[(Integer A)])) degrees)
Uhm.. At least I can't get the ( call RemoveLocation(udg_Move_Fish_Here[Integer A]) to work. sais it expects a name then.
Ah, the problem was i had to have [udg_Integer A]![]()
I have a question about Sound leak. Why do sounds leak when playing? Also, obviosly, by destroying a sound I am unable to use it again.
how to destroy music? is it possibile?
CreateSoundFromLabel
, for example, you need to destroy those. But even if you put 100 sounds in the sound editor and only use each one once, their allocation is so infinitesimal that it doesn't even matter. blizzard.j creates a bunch of sounds and other variables that most users never use, but you don't even notice the difference.You can't, and you don't need to. You can just use Music - Stop Music or whatever it is if you are just trying to stop it. But overall, I don't think music leaks.
SetMusicPlayPosition
to reset the music, but I don't think they intended on users using music for dynamic sound.From GUI, right? Same as global, but without the udg_ prefix.
Custom script: call RemoveLocation(nameOfLocation)
If you're in JASS you should bang your head against the wall for using locations.
bj_wantDestroyGroup
flagged in the BJ unit-group functions? I suppose I could just open the editor, which I'm doing right now anyways...ForGroupBJ
function:function ForGroupBJ takes group whichGroup, code callback returns nothing
// If the user wants the group destroyed, remember that fact and clear
// the flag, in case it is used again in the callback.
local boolean wantDestroy = bj_wantDestroyGroup
set bj_wantDestroyGroup = false
call ForGroup(whichGroup, callback)
// If the user wants the group destroyed, do so now.
if (wantDestroy) then
call DestroyGroup(whichGroup)
endif
endfunction
bj_wantDestroyGroup
should be flagged as false, which will mean that the next time this function is called it should still remain false. What gives the user control over this (or is it not controllable by the user?). GUI stinks.Bribe said:without a single leak because blizzard was at least smart on that one
Hate you
My answer is more accurate though ^^
What the hell is "udg_Player number of Triggering player" supposed to do? I'm sure this just spits out a syntax error for you, am I correct?
For a pro map-maker you sure make nub mistakes. I would read a tutorial on how to use custom script.
i don't know everything about the world editor.
Im still learning, but im not exactly noob at it.
Bit ignorant?