when replacing GetPlayableMapRect() in the custom script make sure to put udg_ infront of your variable name
so I believe you would want "udg_StartPosition[0]"
edit- You also dont need GetRectCenter( ) of "GetRectCenter(GetPlayableMapRect())" so..
call ReviveHeroLoc(OURHERO...
Portal
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Set UnitGroup_Variable = (Units of type Portal)
Unit Group - Pick every unit in UnitGroup_Variable and do (Actions)
Loop - Actions
Set Point_Variable =...
For income I dont think you really need any variables. (except unitgroup if you want to clean the memory leaks) The below would choose all troll citizen and give 3 gold for each troll citizen to the player that owns the troll citizen. So say blue has 2 troll citizens and red 1, it picks all 3...
Maybe try Floating Text - Show (Last created floating text) for (All players)
and / or Floating Text - Change (Last created floating text): Enable permanence
I believe you use local players to show them, something like.
Custom script: if GetLocalPlayer()==Player(1) then
Custom script: call MultiboardDisplayBJ( true, your_multiboard )
Custom script: endif
Adding metamorphosis, issueing metamorphosis, and removing metamorphosis will cause the unit to bug thereafter. The unit will simply follow one order uncontrolably until it is carried out before it can be reordered to do something. I have no idea how Castle Fight or any of those other games do...
Assuming the vampires dont change sides you can just base the groups off one of them (also assuming 11 (dark green) is one the main vampires, if not switch it to whoever is for sure a vampire)
Minion
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering...
One ability with 50 levels is quite a lot for the game to handle. I see no other reason why that trigger would lag so the ability is most likely the reason. To reduce the lag you could preload the ability, that is have a unit with the ability already learned so that it is already introduced into...
In the object editor in the abilities tab the "Blight Growth Large/Small" have a field to change the speed at which it expands, "Stats - Duration - Hero/Normal" change them from 0.08 to whatever speed seems reasonable to you.
I believe your looking for bounties. To enable them use the action
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
at the start of the game/map initialization use this along with...
Init
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Disable Hidden Spell Book for (Picked player)
Overclock
Events
Unit - A unit...
I did a lil more testing and it seems even with large building base the units collision doesnt ever get any bigger than about the size of a farm in game. However they seem to spread out more when they move in formation.
To be less buggy you can try instead of baseing your unit off a building...
You could try basing your unit off a building, if you set Stats - is a building to False in the editor you can make units with giant collisions. I'm not sure what side effects this could potentially have but I tested with a blacksmith in the editor (not in game) and the blacksmith turned unit...
I believe you would need to do something like create a dummy unit, attach the special effect to the dummy, then when you want to remove it move the dummy to a remote area and destroy it and the special effect.