set up a unit array for mines and an integer count when the count hits 5 remove the last one and adjust them all back a spot.
whenever mines are blown up adjust them all back a spot with a separate trigger.
that would be my guess unless someone can think of a more efficient method
edit: quick...
also need to remove the UnitGroup leak
edit: Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees should be to ENpoint instead of leaking
for each int A from 1 - 12 (or how ever many players you have
set spawn (point array) [ Int A ] = position of Hero [ Int A ]
so long as you have each hero store to a unit array when they are created.
Well I did this along time ago not sure if TempPoint is useless or I'm just forgetting a leak somewhere.
The other actions can all be found in the camera actions seperate
passive: movespeed increasing buff with continuous attacks
active: dash quickly slashes and gets behind the enemy leaving it dazed and confused for a few seconds or until it is attacked again
Trigger is cleaner. The duel trigger I assume the first player on each team chooses one member of the team to duel and then that player is sent to the arena?
Your Unit Groups and Points leak to fix that:
http://www.thehelper.net/forums/showthread.php?t=27219&highlight=leaks
the duel trigger is long still reading through
Camera
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 9, do (Actions)
Loop - Actions
Set TempPoint = (Position of Hero[(Integer A)])
Camera - Lock camera target for...
How do items spawn? just randomly dropped or are they triggered?
If you can create them by trigger; add this to the end of your creating items trigger
CountItems is an IntegarVar with initial value "1".
Items is an ItemArrayVar.
Item Create
Events
Conditions
Actions
Set...