You can make a unit is attacked trigger.
C
unit type of attacking unit archer
gate is alive = true
A
order attacked unit to stop
order attacked unit to move to-attack gate
MI
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Trigger - Add to Timer <gen> the event (Time - Timer[(Integer A)] expires)
function Trig_Timer_Func001Func001C takes nothing...
so you want to add a cheat that will stop other players from reviving.
It is easy, make a trigger that will run when you type what you want then pause and destroy the timer.
there is the option of whoring your self out to a computer nerd, you might get lucky, I tried it once but all I got was punched. Is it weird the only person ever to slap me was a man yet I have gotten punched a lot by women, punched if I was lucky. "Crawls away"
not sure if this will work cause I never tried it.
Destructible - Pick every destructible within 50.00 of (Position of (Triggering unit)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions...
no mater how you look at it you are posting about deprotection, rather it be a map or some one that knows about it, it is simply not supported here, there are other sites that do support it. How can we take you at your word if you cant even follow simple forums rules.
Here is an idea that you...
meant 1 as in first question about the array and 2 as for the 2nd custom script question.
So to removed them you just do
call RemoveLocation (udg_Point_A[1])
to do the whole array place it in a loop and
call RemoveLocation (udg_Point_A[GetForLoopIndexA()])
not sure about that, which is why I made the topic, I don't know enough on how we it stores and access the locations. I don't really expect this to work and I didn't expect we to let it thru with out a warning but it would be funny if it did work.
just curious on every ones opinions on this
ahh yeah that's right, I keep forgetting it is like that, damn blizzard, a event that says a unit is attacked and the attacking unit is the triggering unit...
I under stand that the attacking unit triggers it but they should have named it a unit attacks instead of a unit is attacked.
You know I was bored today and thought I would try this and the map compiled with no errors, so I was curious if this might actually work to remove the leak?
Hero - Instantly revive (Triggering unit) at (Position of (Triggering unit)), Hide revival graphics
Custom script: call...
yes the data is most defiantly taking up memory, it has to do so for what he wants since he wants them respawned where they were first placed, only way around this is to place a region which will take up about the same amount of memory.
If it was a matter of a region it would all be a lot...