around ~8190
2 to the power of 13 = 8192
even if it is to be set in-game, you should recycle the variables
eg. after using 50 variables
if variable[1] is no longer needed, recycle it and reassign it to a value instead of creating variable[51]
it appears you already know the stuff you need to create what you want
so what are you asking for?
since you know how to convert strings to specific player with substrings
and you know how to set unit control
you should be able to do it, specify what you mean by 'modify control'
http://www.thehelper.net/forums/showthread.php?t=119250
erm... that would be hard to evaluate whether an action is intelligent or not
the same player with that stupid intention of beating your afk system would just move around a little more, its impossible for any system to beat that human...
its in GUI, i not too sure if someone had created it, but theres some people asking in the forum
there is 5 triggers
afk
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions...
attack move = aggressive, hit anything along its path like driver ants
attack ground, it would move there and hit the ground... not units
use attack-move
make another trigger
event - player type chat message
condition - player is ? and whatever is true
action - the healing part, blah blah, turn this trigger off
keep this trigger initially off
then for the first trigger, after game display message, turn on second trigger
the order strings should have no effects here
for eg. (Ability being cast) Equal to AST 1 Inferno
it checks for ability id, whether orderstring is the same have no effect
also, as far as the trigger goes, you used different order strings
idk, but it seems there is no conflict with the 2 spells...
you dont have to destroy unitgroup 30 times, you are still using the same unitgroup
set temp_group before the loop
then unitgroup-remove unit to remove the last affected unit
destroy the group after its done looping
i doubt the cast time exceeding 2 sec is the problem, few units have backswing...
maybe... i am not too sure if GetDyingUnit is affected by waits
however, i know that GetTriggeringUnit is unaffected by waits AND still work as good as GetDyingUnit here
pretty sure your respawn 3 trigger is MUI if you use triggering unit in place of dying unit...
a simple unit enters region/into range event would do
set the rescueable as neutral passive or something, with no shared vision
set them in a unitgroup
when event triggers
if boolean[player]=false then
pick a unit in unitgroup and convert ownership to owner of triggering unit
set...
because i dont know the answer, hence i ask...
and the post is in reply to the post above mine, i am just saying that i dont think it got anything to do with the individual unit model like he said
2) the question is, is the red flash part of the 90% or the 10%?
its not in either, i checked...
theres a maths-max function already in GUI where you input 2 variables and it gives the larger integer
just use this function a couple of times and it should be fine
i am referring to the red flash that all units have when being attacked
i dont think its feasible to edit and import all the models used....-.-
besides, i dont think it got anything to do with model, it seems just a generic translucent red picture over the unit icons
use substrings
GetPlayerName(triggering player) + " kill boss"
getplayername is one the options in the list it gave in gui, under player-
just look carefully