yes, but if you want more help, make a thread about itI have some question can i make with gui trigger a field of water around the hero when i cast a spell????
...sorry I'm kind of a newb with custom scripts and jass and all that stuff...
when I type in,for example, call destroygroup(udg_Unit_Group)-- > unit_group is a variable with array ( Unit_Group[9923] )
does that destroy all the arrays of that variable and is there a way to specify that array of an variable you want to destroy...
call DestroyGroup(udg_Unit_Group[<index here>])
(this is without <>)Correct, setting an event causes memory to be allocated for that event. If you do not unallocate it, it could become quite wasteful.
How should we go about un-allocation???
Ok, I was more specifically asking how to get rid of event leaks
Would be REALLY REALLY nice to know
The problem is that there is no DestroyEvent() function.
However, I do remember seeing a "reset trigger" function somewhere...
call DestroyTrigger(gg_trg_YourTrigger)
call DestroyTrigger(GetTriggeringTrigger()) (for destroying "this" trigger)
Code:call DestroyTrigger(gg_trg_YourTrigger) call DestroyTrigger(GetTriggeringTrigger()) (for destroying "this" trigger)
I have been curious about that as well, and never got a straight answer
I believe there is some kind of leak, the way I get rid of it is simply by refreshing the events every once in a while by destroying the current trigger object, and then setting a fresh trigger to it, and then adding all the events I need to keep
I found that if you destroy sounds, they will NEVER play again in the map o.o
that is pretty useless if you are using spells, please add that to the main page ^^
I create from same label and kill when done each time I need to play that sound (it needs to get played repeatly)
Shit I can't understand what are you talking about...
I wanna know how can I remove sounds leak without been unable to do the sound again!