well my triggers are leaking up to high heaven and i have no idea how to fix it ive read a few threads and tutorials on um but it doesnt seem to help at all!! can somone a link a good tutoriel post how to do it or offer to fix it!
download the leak checker from this site. to use it simply right click your triggers and select "copy as text" and paste the triggers you want to check into a text file. save the file and load it into the leak checker and have the super-cool and EXTREMELY useful leak checker tell you where your problems lie.
(Number of units in (Units of type Need More Soul Shards (2))) Equal to 0 (Number of units in ^Leak (Suggested fix) Custom Script: bj_wantDestroyGroup = true (Suggested fix) (Number of units in (Units of type Need More Soul Shards (2))) Equal to 0
this is my leak that i got alot of im not sure how to fix
heres the orginal
If (All Conditions are True) then do (Then Actions) else do (Else Actions) (Line:10) If - Conditions (Line:11) (Charges remaining in soulshard) Greater than or equal to 1 (Line:12) (Number of units in (Units of type Need More Soul Shards (2))) Equal to 0 (Line:13) Then - Actions
leaks arise when you do not assign a variable to store the data you just generated. for example, the following action would cause a leak:
create 1 footman at (random point in spawn1)
in this action, memory is allocated but the game loses its handle on the memory immediately afterward, thus creating a memory leak. however, the following actions take care of that:
set point1 = (random point in spawn1) create 1 footman at (point1)
in this action no new memory is allocated; instead, the location is stored in point1 and the handle on the memory is not lost. the next time the action executes, it will create a point that replaces the data in point1 without allocating any new memory.
for your particular memory leak i would suggest the following actions:
set group1 = (units of type Need More Soul Shards (2)) set num1 = (number of units in (group1)) if (num1 equal to 0) //actions
in this way you are using the same memory locations every time you run the trigger, thus preventing a memory leak.