Memory has to come from somewhere, whether you destroy the group afterwards or not. Also, heavy memory usage is unlikely to cause null pointer exceptions. I'd rather assume that you use some group or variable that you destroyed before.
Post a few crash logs (and maybe your map (might as well be protected, no problem at all)), ill get cheat engine running and try to find out whats causing the problem. The null pointer is defintely pointing towards a trigger of some sort. Maybe if have luck like the last two times i did this :)
*takes off his monocle*
*hesitates, but likes his hat too much to just take it off*
Well, i am aware of what you wanted so say. What i actually intended to do was motivating some random person
*slowly turns to mudkip
*gaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaze
*slowly turns pack
some random person...
Maybe they removed the feature with an update? I've never had that feature in my game. And that changing this requires you to edit a registry key is kinda obvious, as it is the only place where you can change variables of windows itself.
Actually, the solution is so damn easy that im a little...
Blizzard definitely did not add the double-click feature by default, probably because they couldn't decide whether a double click should open the map in the map editor or in warcraft 3 to play it. And a separate entry in the context menu for both options would have been overkill i assume.
As you...
As far as i know, warcraft 3 does an amazing job at making good for missing registry keys. You might just copy the whole warcraft 3 folder (including world editor, maps and all that stuff) onto the desktop (where you usually have rights to access stuff) and try to run it from there.
Next to the button you can use to choose a unit, click on the drop-down list and choose "Triggering Unit". It will always refer to the caster of the ability and, therefor, turn off the collision for the caster.
The Trickier Part will be to actually turn it on again once Bladestorm ends. The...
highly depends on what map you have. The AI-editor follows general mechanism (it basically tells what units to defend with, what units and when to attack with them and what skills the hero should learn). If the map is differing from a normal combat map with build, defend, attack, kill, you will...
I assume you tested it alone, being the only player?
If so, "count players in PlayerGroup_Players" will return 1, your for loop will iterate from 1 to 1 (leaving the only execution of that loop to be a 1) and therefor only do the camera stuff for player 1 (who is not there, so...)
Looping from 1...
Note that many functions return 0 if they experience errors. Your Trigger will work perfectly as long as every array index contains a valid trigger which is currently counting and has only been started one single time. If its nonexistent or has not been started, it might return 0. Also, if you...
elaborate. hehe.
As you know, computers are determined machines and therefor are not capable of doing anything "random". There are several methods of generating random numbers (eg, putting a radioactive element into your computer and counting how many disintegration happen, though this method...
Im trying to create blood that actually keeps laying on the ground for some time, similar to what happens when a human soldier (or for that matter, any unit) dies.
My first intention was to actually create one of those blood effects as a special on the position i want, but it actually ended up...
You can imagine warcraft 3 hashtables as an array with an infinite size, each one containing an array with an infinite size, each one containing whatever you want to put in there. Like this:
normal array: array[1] = Triggering Unit
"hashtable": hashtable[1][1] = Triggering Unit
Pretty...
Your clearing the wrong primary key. You filled it into "Key of (The casting Player)", but you are clearing "Key of (Some random Point"). You will have to clear the same primary key that you inserted the point handle into, which would be "Key of (Owner of (Picked Unit))"