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))"
It's definitely a good thing to get used to, but your right, since a new handle is gonna be placed in there every time the player casts the spell, it will be overwritten anyways so it really doesn't matter in this case. But as you are a beginner, i would recommend doing it. Just to get used to it.
In this case, y.
It's actually some kind of leak removal if you will. In this case, you have a point handle saved in the child key "0" of the primary key "Key of (Owner of (Picked unit))". This handle will stay there until you remove it from there. The action "Clear all child hashtables of...
Defining something using an example only is usually a bad idea. just saying.
As for the point, vypur is right. You only create the point once and then load the handle of it into- and from your hashtable. Your variable is a point-handle variable, not a point-variable. Removing the point in the...
Unfortunately it is not that easy that vypur want's you to belive. Surely, while your whole map consists of 2 spell effect triggers using no waits whatsoever, you will not run into any problems.
However, Triggers can become way more complex as your map grows. Let me tell you, i have a map that...
At least in c++ floats are given the higher priority when it comes to implicit type conversion. I don't have a grammar file of jass though so i can't really tell. Maybe the guy who made jass helper should publish his file, would certainly be interesting to see.
Apart from that, integer and...