Woah fail, why did I post that third trigger?
Untitled Trigger 001
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) is in Magic_Touch_Group) Equal to True
Actions
-------- Actions based on Attacking Unit ---------
Add to group
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(flamingarrows))
Actions
Unit Group - Add (Ordered unit) to Magic_Touch_Group
Remove from group
Events
Unit - A unit Is issued...
Autocasted spells won't trigger that event, you'llhave to make it so that the unit is added to a group when he issues the order (the autocast order). Then make the trigger event a unit is attacked and check if the attackeris in the group and do the rest.
On phone, so I can't make the triggers
The if statements need to say if false
This also won't be MPI
EDIT: If the problem before was that the buttons weren't disappearing, make the set bool to set them to false instead of doing what I originally said
My bad, didn't read it right, recreating it...
Init the HashTable
Hash
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set Hash = (Last created hashtable)
Pick up the item
Untitled Trigger 001
Events
Unit - A unit...
Tree wall is fixed, meaning the way you want it, and I can't tell if the other spell is working correctly or not, so I want you to test it out against an enemy.
Wow, sorry, but just WOW. I added my spell's trigger and fixed a bunch of crap in your map, assuming I knew what it was supposed to be, so here's the new map:
wat.
I have no idea how your spell could not have a cooldown if this trigger is active, it doesn't pause the unit, order it to stop, reset the cooldown, or re-add the skill(no idea if that would cause it anyway...)
There is a way to do this, but it is limited and requires editing loads of C++ code.
The way I see it:
Take the w3mmd crap and add it to your map
Take a bot (GHost I guess) and modify the code shit tons so that it stores people's -save code into a database, getting the code from w3mmd
Have it so...
Now it's even less MUI... You are loading and saving one value for every unit, not one value per unit, but just one value overall... So now if 30 people cast this spell, they each only get one tick of it...
EDIT: Here, since you're taking forever reading that global hashtable thread, I'ma fix...
Doesn't that just defeat the purpose of using a hash table? I mean doesn't that remove the MUIness of the spell, because now it sets all the values that were stored in there to 0, does it not?