I've got two codes that do the same thing, which is faster and why?
method iterate takes code func returns nothing
local trigger temp = CreateTrigger()
local thistype cnt = this.guard
call TriggerAddAction(temp, func)
loop
set cnt = cnt.next
exitwhen cnt ==...
Compiler throws me the error at bottom of post, what I got wrong in my code?
#include <cstdlib>
#include <iostream>
#include <string>
#define MAX_CHAR_LENGTH 20
using namespace std;
class DIstudent
{
private:
int *grades;
float average;
char *name;
char *surname;
public...
every time you change the terrain, add its data to a stack along with a timer event, when the time expires revert it to normal terrain type.
You need: Jass: (Struct, Timers) and a custom code function like that.
Trigger:
Frost Stomp
Events
Unit - A unit Starts the effect...
firstly create a channel spell.
then at options choose the activate and decactivate orders for the ability.
use them with an ordering event.
if it is activate then pause target unit and apply a lighting chain (shackles) to caster and target
if it's decactivate unpause the grabbed unit...
Something expected from the ones who first created a Pad.
*Latency is decreased from 100ms to 1ms, battery life is decreased from 8 hours to 10 minutes == profit.
When something is better, it does not mean it consumes more energy....in distant future that technology won't harm battery life.
I did it before you post, I tried my best, and only thing i did is to add 3 units for red player and move them 1 by 1, not simultaneously :(
please try simple linked list, it will save you for good.