| 01-27-2005, 04:23 PM | #46 |
Wiebe is quite on the spot on most of this. The problem with this however: "Custom script: Call RemoveLocation( udg_WaterCannonTempPoint )" is that JASS is case sensitive, so "Call" is not the same as "call", and the correct keyword for calling functions is exactly: "call". See if that fixes the prob. ~Cubasis |
| 04-16-2005, 10:56 AM | #47 |
I want to verify the gains of setting a handle or whatever to null after using it. What do i expect to gain from it? memory gain? |
| 04-22-2005, 05:32 AM | #48 |
Ok, its time I removed all those leaks. I will make sure to give a link to this into my JASS tutorial. ~Daelin |
| 06-26-2005, 11:07 PM | #49 |
Very nice tutorial, but I got a question in reguards, what if you put a timer in last created unit, would it get rid of a memory leak alone? or do you still have to call a trigger to remove it, and how do you remove data in arrays? |
| 07-04-2005, 04:01 PM | #50 |
Guest | hope I don't sound stupid here, but how do I remove a local variable for an integer I created? And the same for unittypes? |
| 07-16-2005, 08:41 PM | #51 |
ok ive got a shooter map that has multiple firings of sounds whenever each unit shoots, so thats 12 players shooting creating 10+ sounds every time.. should i\how can i remove the sounds and is it causing a memory leak? becuase ive gone through every trigger fixing every mem leak i can find, yet something still lags it up late game.. help? |
| 10-21-2005, 12:08 AM | #52 |
Iv'e made a map that runs well and is 100% complete, aside from the fact that tons of people are having problems with it lagging. I just read the tutorial on memory leaks, but don't quite know if my triggers are causing any. I have multiple looping triggers that run every 30 seconds of game time. These triggers create units in perminent regions, and have them attack-move to other perminent regions. Is this a cause of memory leaks? I'm not sure, because everything I have read about leaks comes from temporarily created locations that must be destroyed. Also, I have made custom spells that use perminent regions on the map. For example: every time (X) spell is cast, move (B) region on position of unit of ability being cast. After this, a trigger is turned on that creates special effects in the region, and after a few seconds that trigger is turned off. Do I have to actively destroy the special effects of this trigger even tho the special effects aren't visible after the trigger is turned off? I am dying here. Please help me. I will gladly provide an unprotected version of my map to anyone who can help. -Yacapo ![]() |
| 10-25-2005, 03:57 PM | #53 |
hey thnx i really need to fix the memory leak of my map.. im not so good in english, so maybe i haven't read it good, but is it true that triggers like: Code:
Starving
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Mana of (Matching unit)) Equal to 0.00) and ((((Matching unit) is Mechanical) Not equal to True) and (((Owner of (Matching unit)) Not equal to Neutral Passive) and ((Owner of (Matching unit)) Not equal to Neutral Host and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 1.00)
Cinematic - Ping minimap for (Player group((Owner of (Picked unit)))) at (Position of (Picked unit)) for 1.00 seconds, using a Warning ping of color (100.00%, 100.00%, 100.00%)so i need to create a variable of the unit group? like this? Code:
Starving
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Set TempStarvingGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Brave) and ((Mana of (Matching unit)) Equal to 0.00)))
Unit Group - Pick every unit in TempStarvingGroup and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 1.00)
Cinematic - Ping minimap for (Player group((Owner of (Picked unit)))) at (Position of (Picked unit)) for 1.00 seconds, using a Warning ping of color (100.00%, 100.00%, 100.00%)plz help thnx MP |
| 10-31-2005, 02:22 PM | #54 |
hey, it doesn't work well... i got a map, with many triggers with an periodic event. in most of those triggers, all units in playable map area matching (whatever) conditions will or change custom value or change mana or what ever the events are like every 2 seconds of gametime does these triggers leak? i thought of yes, but i tried to put them into a variable and destroy them after using, but it doesnt really help.. can you please post an example of a 'non-memory-leaking' trigger that does the following things: Events: Every 2 sec of game time Conditions: Actions: Pick every unit in playable map area matching (matching unit equal to Footman and matching unit's mana equal to 0) -kill picked unit thnx in advance ~MP |
| 11-21-2006, 03:00 AM | #55 |
Nice, i love you, |
| 11-21-2006, 04:29 AM | #56 |
~sigh~ Jokes-On-You, please read the rules, no reviving old threads that are over 1 year old =/ on a side note, is it just me, or has there been A LOT of really old as heck thread revivals lately...seems rather odd... |
| 08-13-2007, 09:06 PM | #57 |
Honestly, if you're not making a really basic map like footmen wars, JASS is definately the way to go. It's 1,000 times easier to do anything and fixing memory leaks are incredibly easy. |
| 06-11-2009, 11:47 AM | #58 |
Im sorry for necroing, but i dont know where else to post this. How do i prevent a trigger refering to a single units facing angle from leaking? I tried using call DestroyGroup(udg_TempUnitGroup) but that did not work. |
