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.)
-
Events
- Time - Elapsed Time 5 seconds
- Conditions
-
Actions
- Set Variable - TempUnitGroup all players in (playable map area)
-
Unit Group - Pick every unit in TempUnitGroup and do actions
- loop actions
- Unit - Kill Picked Unit
- Custom Script - call DestroyGroup (udg_TempUnitGroup)
-
Events
- Time - Elapsed Time 5 seconds
- Conditions
-
Actions
- custom script - set bj = true (or whatever its called, i usually copy paste)
-
Unit Group - Pick every unit (playable map area) and do actions
- loop actions
- Unit - Kill Picked Unit