You should able to change the missile homing the the Attack Detection orb.
Sorry for a late reply. This is the first time I've been on this forum in months.
Also, attack-move is in no way affected by this system... so that must be a bug with whatever map you used it in.
If you want to cut down lag, put all your different types of dummy's on the map at the start to preload them, then remove them at init.
Also add the abilities that dummy will be casting later to the dummy via triggers at init, then remove them.
That should help reduce lag on the first casts.
The reason you pass through doors is that the distance covered per periodic event is too large.
Make it occur more frequently (reduce the period) but make the distance less.
Yeah...and your trigger leaks. Position of Triggering Unit needs to be stored and removed as well.
Set the facing of...
Well firstly, if you don't use timed actions, none of the Event variables (Which in general are globals) that you use will be overwritten, so it will always be mui.
For example:
Unit casts Blah
Make dummy
Add generic expiration timer to last created
Order dummy to cast "Blah"
That is mui...
Make your own custom ability through triggering?
When unit casts "blah" give it the Ghost ability, and change it's movement speed.
After duration is over, or it attacks, remove ghost.
There are so many threads on this.
Here are the basic ways:
-Use a seperate index in an array for each unit
-Have no waits in your spell, or pass variables using something like custom values, or ability levels
You can learn Jass, just not use vJass syntax...
vJass is all converted to Jass anyway, provided you keep yourself to strict coding conventions it's not as though you need it.