I was just wondering if there is any advantage over the two methods for fixing memory leaks in unit groups:
I typed the code up so excuse the errors. I hope it makes sense
1.)
I typed the code up so excuse the errors. I hope it makes sense
1.)
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Events
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Time - Elapsed Time 5 seconds
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Conditions
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Actions
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Set Variable - TempUnitGroup all players in (playable map area)
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Unit Group - Pick every unit in TempUnitGroup and do actions
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loop actions
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Unit - Kill Picked Unit
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Custom Script - call DestroyGroup (udg_TempUnitGroup)
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Events
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Time - Elapsed Time 5 seconds
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Conditions
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Actions
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custom script - set bj = true (or whatever its called, i usually copy paste)
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Unit Group - Pick every unit (playable map area) and do actions
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loop actions
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Unit - Kill Picked Unit
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