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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 https://www.hiveworkshop.com/forums/resource.php?t=82228&prev=u=hand%20of%20blood
B Attack

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Attack (Blademaster)

Actions


-------- ---------- --------


Set Location[0] = (Position of (Casting unit))


Unit Group - Pick every unit in (Units in (Region centered at (Location[0] offset by 150.00 towards (Facing of (Casting unit)) degrees) with size (250.00, 250.00)) matching (((Matching unit) is alive) Equal to True)) and do (Unit Group - Add (Picked unit) to AttackGroup[(Player number of (Owner of (Casting unit)))])


Custom script: call RemoveLocation(udg_Location[0])


-------- ---------- --------


Player Group - Pick every player in (All allies of (Owner of (Casting unit))) and do (Unit Group - Remove all units of (Units owned by (Picked player)) from AttackGroup[(Player number of (Owner of (Casting unit)))])


Unit Group - Pick every unit in (Random 1 units from AttackGroup[(Player number of (Owner of (Casting unit)))]) and do (Actions)



Loop - Actions




Unit - Cause (Casting unit) to damage (Picked unit), dealing (Real((Agility of (Casting unit) (Include bonuses)))) damage of attack type Normal and damage type Normal




Set Attack_Damage = (Agility of (Casting unit) (Include bonuses))




Set Attack_Target = (Picked unit)




Unit - Create 1 Blademaster Sound Dummy for Neutral Passive at (Position of (Casting unit)) facing (Position of (Picked unit))




Unit - Order (Last created unit) to Attack Once (Picked unit)




Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl




Special Effect - Destroy (Last created special effect)




Trigger - Run Show Damage <gen> (checking conditions)


Unit Group - Remove all units from AttackGroup[(Player number of (Owner of (Casting unit)))]


Wait 0.01 seconds


Unit - Order PLAYER[(Player number of (Owner of (Casting unit)))] to Stop
Good to hear that.call RemoveLacation(udg_Location[0])
is just fine.
Leap1

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Leap

Actions


Set Jumper[1] = (Triggering unit)


Set Jumploc[1] = (Position of Jumper[1])


Set Jumpland[1] = (Target point of ability being cast)


Set Jumpangle[1] = (Facing of Jumper[1])


Set Maxdistance[1] = (Distance between Jumploc[1] and Jumpland[1])


Unit - Add Crow Form to (Triggering unit)


Unit - Remove Crow Form from (Triggering unit)


Trigger - Turn on air1 <gen>


Unit - Turn collision for Jumper[1] Off


Animation - Change (Triggering unit) flying height to (Maxdistance[1] x 0.80) at (Maxdistance[1] / 0.55)


Countdown Timer - Start Airtime[1] as a One-shot timer that will expire in ((1.10 x Maxdistance[1]) / 1000.00) seconds
air1

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


Set Jumploc[1] = (Position of Jumper[1])


Set Jumpforward[1] = (Jumploc[1] offset by 13.64 towards Jumpangle[1] degrees)


Unit - Move Jumper[1] instantly to Jumpforward[1]


Custom script: call RemoveLocation(udg_Jumploc[1])


Custom script: call RemoveLocation(udg_Jumpforward[1])
Fall1

Events


Time - Airtime[1] expires

Conditions

Actions


Animation - Reset Jumper[1]'s animation


Animation - Change Jumper[1] flying height to 0.00 at (Maxdistance[1] / 0.55)


Countdown Timer - Start Falltime[1] as a One-shot timer that will expire in ((1.10 x Maxdistance[1]) / 1000.00) seconds
Land1

Events


Time - Falltime[1] expires

Conditions

Actions


Unit - Turn collision for Jumper[1] On


Trigger - Turn off air1 <gen>


Set Jumper[1] = No unit


Custom script: call RemoveLocation(udg_Jumpland[1])
