| 09-01-2003, 12:49 AM | #1 |
It seems like when you create special effect on a unit or a point, even though it shows it once it doesnt really get removed and laggs the game. i have a trigger that createslots of spexial effects. is there a way i can pick all of them and remove them when they are done playing? |
| 09-01-2003, 03:33 AM | #2 |
Create a variable of the type: special effect array. [I'll call it "SE()"] Then after each special effect you create, set the next member in the array to "Last created Special Effect." Then when you want to pick all of those special effects to get rid of 'em, you can just run a For loop that destroys SE(Integer A) for each Integer A. This should work, in theory... I didn't notice the special effect persistence, I will have to update a couple triggers I'm working on... // Ligature |
| 09-01-2003, 04:14 AM | #3 |
I thought of that but the trigger is actually a spell, and its got like 20 special effects in it. and what if 2 ppl use it at the same time? |
| 09-01-2003, 04:46 AM | #4 |
I think having a variable reference to each and every special effect you want to go back and destroy is the only way to do it... If the extra vars increase lag, it's kind of a trade-off for the lag you say is coming from the special effects lasting forever... At least I don't see any way around it. Maybe someone else has noticed something I haven't? |
