Or maybe you're the one not getting it? :) A variable with array 1 can store more than 2 values as you claimed (and as I've read many times, so not blaming you or anything). As Acehart said: "The (array) size determines how many values, from 0 to that size, limits included, are initialized with...
Do you know what's the difference between reals and integers?
Well, reals got decimals, integers don't. And when you transform a real into an integer, it just leaves the decimals out, it doesn't round the value.
So if you seriously need to use integer, make it like this: 'Set...
If I understood you correctly you're searching for the action 'Camera - Set Camera Bounds'. It makes it so that a player can't move his/her camera outside the given rect and the minimap also only contains the given rect. At least as far as I know. :P
function PoisonJavelinTimer takes nothing returns nothing
[...]
else
call jD.destroy()
call ReleaseTimer(GetExpiredTimer())
call RemoveUnit(jD.jUnit)
endif
[...]
endfunctionI'm not that familiar with JASS, but seems quite weird to me that you first destroy...
Well, I tested it and didn't work. So I removed the set bj_wantDestroyGroup = true, and it started working. :P Maybe you should try using the other option to remove the leak.
Can't see a reason why that causes it to bug, though.
To make the unit stop, pause it, then order it to stop and then unpause it. For some reason it doesn't work to just order it to stop.
And in case you'd like also to disable the right-click move, make the conditions like this:Conditions
Or - Any (Conditions) are true
Conditions...
The reason causing the first spell not to work isn't the problem, it's the event. 'Damage taken' only works with the event 'Unit takes damage', at least as far as I know. When using that event you'd need to replace that 'Attacking unit' with 'Damage source' and that 'Attacked unit' with...
I just tested this:Optional
Events
Unit - A unit Finishes casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Flame Strike...
You 2 should take a look at it before trying to help. That takes an player group, and (Triggering player) isn't a player group, as you know.
I see 2 ways to solve this. You could split the trigger into 8 different triggers, that means making 1 for each player and then use the Player Group -...
Well, it doesn't exactly count as a buff. However you can probably make a buff that attaches an arrow overhead the unit.
And figured out there's one more way that should do the job (it functions in the almost same way as your original one):Uh, I start to feel like a spammer since I've written...
Well, if you need to use that particular condition you could add an action to show a message which contains the distance between the units, and see what value it gives. Maybe there's some kind of problem with that range.
But there are also different ways of making this. Here's 3 I can think...
I can't see a reason why that'd leak, and the reason I wanted you to to that was just so it'd show whether the 'Unit[(Integer (TShop))]' and 'Unit[(Integer (CTShop))]' are the problem or not. If it does work the way I suggested you to try, then you've just set the Unit and/or the TShop/CTShop...
The only thing I can think of is the 'Unit[(Integer(CTshop))]' and 'Unit[(Integer(Tshop))]'. Try to replace them with the '(unitname) (number) <gen>' things (which you get by using the 'Select unit' button while determining the unit, and choosing the shops from the map).
Like this:If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of players in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))) Equal to 1
Then -...
For some reason you need to add a wait before setting the construction progress. So just add 'Wait 0.00 seconds' as the first action or as an action before setting the construction progress.