abilcmd, bank, camerainfo, marker, order, playergroup, point,
region, soundlink, string, text, timer, transmissionsource, unitfilter, unitgroup, unitref,
waveinfo, wavetarget
In addition to all primitive types:
int, bool, real, byte, char
Everything else .. well, doesn't exactly leak but need to be destroyed. There usually are Destroy XXX actions for everything.
So if you create a Ping then you need to Destroy Ping and it'll get cleaned up.
And if you mean "Create Effect on XYZ" then you're fine. They don't leak.
Hi. Pings and effects create memory leaks if not destroyed?
Thanks in advance
These variable types do not leak:
abilcmd, bank, camerainfo, marker, order, playergroup, point,
region, soundlink, string, text, timer, transmissionsource, unitfilter, unitgroup, unitref,
waveinfo, wavetarget
In addition to all primitive types:
int, bool, real, byte, char
Everything else .. well, doesn't exactly leak but need to be destroyed. There usually are Destroy XXX actions for everything.
So if you create a Ping then you need to Destroy Ping and it'll get cleaned up.
And if you mean "Create Effect on XYZ" then you're fine. They don't leak.
So for instance a ping. When should I kill it? They all last like 3 seconds no? Should I add a wait for 3 seconds or something