im pretty sure, unless you add a wait or a timer, that it occurs instantly.. ive had no problems with overriting vars unless i added a wait or something
Im working on a map.. a maze kinda type thing.. and was wondering if ppl had good ideas for a maze to make it more challanging/complex.. ive played a bunch of mazes for ideas.. and ive seen these ideas.. ice and sliding.. paths+creeps/mortar blasts/run in between a row of creeps going...
every X seconds
set unit_group=every unitwithin X range of unit type fire matching, matching unit is a hero == true
pick every unit in unit group and add X lumber to owner of pick unit.
call DestroyGroup (udg_unit_group)
Well the problem is you have used "casting unit" after a wait-_- casting unit only works the instant the trigger is fired once a wait is used casting unit no longer works.. try a varible
varname=casting unit
X happens
unit is region A = true
tempoint=center of region b
unit - order 2 mvoe to tempoint
call RemoveLocation (udg_tempoint)
and give the unit like locust or something so no1 can select it
yes a creep respawn trigger;
you need to do a few things
FIRSTLY at map INT you need to save the location of every unit wether a point or 2 int varibles is up to u note this should be
pick every unit in group
I (a int var starting at o) = I +1
custom value of dying unit = I
P (point array)...
u have it set so as long as the caster is IN the region.. itl display the warnings.. check to make sure it actully is casting (if theres a condtion for that) or use a var. casting unit = caster
if caster stops casting then set caster = no unit
time - every 1 second of the game
(this is a simple ver but its easy to change to fit ur idea)
player add 2 X numb of factories owned by allies of player to play gold
I have a map and whenever i play it gets extremely laggy 1/2 way through the game.. all triggers are leakless. I also have a spell that creates (via trigger) blight based on unit level. Im wondering if changing the terrain cuases a lag issue? any help?
it works pretty well for me except for 1 thing.. trying 2 mix save all with save abilityes.. for sum reason it converts the abilities to gold...
but if i remove the save/laod abilitys from the save/load all it works 100%
map int
if player X is playing
then spawn unit Y for player X
else do nothing
(ive tried using pick every player and is picked is plaything then do but it never seems to work)