You should able to change the missile homing the the Attack Detection orb.
Sorry for a late reply. This is the first time I've been on this forum in months.
Also, attack-move is in no way affected by this system... so that must be a bug with whatever map you used it in.
If you want to cut down lag, put all your different types of dummy's on the map at the start to preload them, then remove them at init.
Also add the abilities that dummy will be casting later to the dummy via triggers at init, then remove them.
That should help reduce lag on the first casts.
The reason you pass through doors is that the distance covered per periodic event is too large.
Make it occur more frequently (reduce the period) but make the distance less.
Yeah...and your trigger leaks. Position of Triggering Unit needs to be stored and removed as well.
Set the facing of...
Well firstly, if you don't use timed actions, none of the Event variables (Which in general are globals) that you use will be overwritten, so it will always be mui.
Unit casts Blah
Add generic expiration timer to last created
Order dummy to cast "Blah"
That is mui...
There are so many threads on this.
Here are the basic ways:
-Use a seperate index in an array for each unit
-Have no waits in your spell, or pass variables using something like custom values, or ability levels
Um...Thats what the system does.
It just also does the hard work of adding every single potential target to the system, and then making sure the triggers created for those targets don't leak.
The difference being, that it changes the 3 triggers + conditions you would have to make, into one...
The last two posts were so unneccessary.
A.) There is no need to hold the Shift key to enter negative values. It is only when you are trying to get past hardcoded limits that that is necessary. Also... use of the shift key by people who don't understand why there are hardcoded limits in the...