| 11-15-2004, 08:33 PM | #1 |
Whenever a unit is created, they seem to cuases leaks, wether your remove them or not when they die, like what is the deal with this? |
| 11-15-2004, 10:22 PM | #2 |
Define: leeks if leeks means lag, its prolly because ur creating too many at once. OR overloading ur poor map with them |
| 11-15-2004, 10:37 PM | #3 |
Your probly trying to create like 200 units at 4 diffrent spots in 1 second.... no... Dont...ever...do...this Or youll have another wintermaul lagfest on your hands.... Instead do something like create 2 units every .2 seconds at a region. Doing it in intervals causes less lag, just as i did in my Defense of Silvermoon map...If you dont understand i will post an example... |
| 11-15-2004, 11:06 PM | #4 | |
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The unit doesn't leak, but the point that you create it at does. Make sure you destroy it. |
| 11-15-2004, 11:08 PM | #5 | |
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no, im not doing that.. this is what im doing, i have custom skill the creates 4-8 units when its cast. like this. dloop and dstakcout are intgers dcastplayer is a player dscastpos = thelocation of the casting(dcastunit) unit. loop exitwhen dloopindex >= dsatkcount set dsatkunit[dloopindex]=CreateUnitAtLoc( dscastplayer, 'h00G', dscastpos, GetRandomDirectionDeg() ) set dloopindex = dloopindex + 1 endloop call removelocation(dcastpos) then...............................at the end of the ability loop exitwhen dloopindex >= dsatkcount call killunit ( dsatkunit[dloopindex]) call removeunit ( dsatkunit[dloopindex]) set dloopindex = dloopindex + 1 endloop set dcastplayer=null set dcastunit=null |
| 11-15-2004, 11:09 PM | #6 |
?!.... Sorry me not know jass... |
| 11-16-2004, 07:22 PM | #7 |
Things usually cause lag when created for the first time. Esspecially when u create alot at the same time. Try creating 1 of that unit type on 0.01 time and then removing it. It will prolly bring down your lag on creating the units. |
