Recent content by LordTalbot

  1. LordTalbot

    Level of ability as identifier - bad idea?

    Sorry, I didn't see your message until now. When the werebears attack is canceled before the damage is dealt, the trigger will strike anyway. But that is no problem as it should barely happen, and is not much of a problem when it does. How would you solve it? For using an event that looks out...
  2. LordTalbot

    Level of ability as identifier - bad idea?

    works perfectly fine now, thanks a lot! I wasn't aware of that feature :)
  3. LordTalbot

    Level of ability as identifier - bad idea?

    Hi, for my TD I'm doing the following: However when I add an ability to a unit and set it's level, I will always get a lag THE FIRST TIME THE EVENT HAPPENS. So actually I have a few triggers that work in a similiar way and have the same problem. Do you know the problem? The thing is...
  4. LordTalbot

    detailed question on how to prevent pointleaks etc.

    Hi, i've read a tutorial on how to prevent leaks. I will ask my question on a strict example. I have read that points (unit locations etc.) leak So the shown solution is: set Temp_Point = position of triggering unit issue order unit to do something targeting temp_point Custom script: call...
  5. LordTalbot

    repetitive unit spawn disables Upgrades (after beeing disabled)

    i just had a look at bombercommand and it works very differently, as the units are not actually trained by buildings but instead are triggered.
  6. LordTalbot

    repetitive unit spawn disables Upgrades (after beeing disabled)

    yeah thank you lol... I can gladly say that I am quite experienced with the gui and i know how to replace a unit xD I had the replacing on my mind too, but i wanna do some more stuff and it doesnt seem optimal to me. I will make a wordarround of this kind though :P but overall, this means you...
  7. LordTalbot

    repetitive unit spawn disables Upgrades (after beeing disabled)

    Hi, this is not my current development version but it includes the problem. http://www29.zippyshare.com/v/tCew5izI/file.html please if you do know a short line to replace my GUI function i would be very pleased to see that :)
  8. LordTalbot

    repetitive unit spawn disables Upgrades (after beeing disabled)

    so, when I don't run that trigger upgrading works normal (also when the unit produced units ordered by the first trigger shown above [after it's been constructed] upgrading still works normal). I uploaded a screenshot of the looks just in case, but I don't see any information :/ it is the same...
  9. LordTalbot

    repetitive unit spawn disables Upgrades (after beeing disabled)

    sorry that I missed that, the button is greyed out but it doesn't show any reason. it is the same as when I have units in production
  10. LordTalbot

    repetitive unit spawn disables Upgrades (after beeing disabled)

    Hello all, I'm triggering with the GUI and I have the following problem: I have a trigger that, every time that a unit has been trained, orders the training building to train that unit type again. The trigger works perfecty fine, but when I cancel the unit production the building can't be...
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