Intialization triggers also sort of leak, but by destroying them with "call DestroyTrigger(GetTriggeringTrigger())" after a trigger you do not need anymore this seems to help my maps a lot
Razorbrain, I know it works for you, it should. Leaks are not whether it's working or not, the full name is memory leaks. It's when (example) you create a special effect at the position of a unit. If that location (the position of unit) is not destroyed, it will stay there and take some memory, so when you create lots of these locations, your map will lag like hell. Imagine it like this, try putting 10000 units on a map and test it, it bet it'll lag because each unit takes some memory, and causes the game to leak. Same for Unit Groups, if you go pick every unit, then WE creates a group so he can do what you said, but if that group isn't destroyed, it will leak.
These are what don't leak: integer, real, boolean, string (in JASS code doesn't leak also)
Blizzard should have made a garbage collector for that, though I'm not sure how that works
http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=27242
Intialization triggers also sort of leak, but by destroying them with "call DestroyTrigger(GetTriggeringTrigger())" after a trigger you do not need anymore this seems to help my maps a lot
I think people often mistake "leak" with "fail".
I think people often mistake "leak" with "fail".
why/how does this leak? i use (Position of (anotherUnit)) and it works fine for me
Noone can eventually understand how Im glad to be recodnized as Spammer
it fills my vains with energy and happiness
Hmm if we think deeper
Leak and Bug are the same
in both you get pwnt
1 year and 2 days agoRazorbrain proved that statement:
We should make a tutorial on spamming, Need_O2, you would be the brain, I would just do the cosmetic stuff (like making the tutorial pretty).
Hmm do you mean i should send in unprotecz or an normal version of my map?
the protected ver http://www.hiveworkshop.com/forums/resource.php?t=82228&prev=u=hand%20of%20blood
Good to hear that.call RemoveLacation(udg_Location[0])
is just fine.