Ok. For the first one, i think you will have to make a condition for each different enchantment.
For the second system, you can create a string variable to check. Each spell has a different string value. The first one is '1', the second is '2' and the third is '3'. If this is the correct...
That isn't what he is pointing, i guess. In the case, he has just the TempGroup1, and if he sets it to another value (and change it in the hashtable too), so the older was overwritten, and he won't be able to restore it anymore.
Oooooh... thinking more, i got what you want. If you store it in...
"boolen unit" ?
Also, for that you would have to pick units in range every second.
Like:
Buff
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units within 512.00 of (Position of (Caster))) and do...
What if i have never played battleship? I don't know what traders do, so specify more.
But i understood that you want a kind of leveling based in researches/constructions. That can easily be managed with the trigger editor, doing what ShadowSnipe4 has just said.
Well.. i don't know how to handle hashtables at all. But i know that they have some kind of groups inside them. Like: Hashtable1 Group, Position.
So, when you are destroying the hashtables, don't you have the option to destroy a specific group of the variable, or you have to clean up the whole...
First of all... doodads (trees for example) can't be used as unit model files... they don't have their skin, so they remain white.
Are you using custom models? If so, the checkered box and the ".mdx not found" error is because of that. You're putting something wrong in the path, or you haven't...
For the first question... maybe you should destroy it and then set it?
The second one. I guess you would get back the new value, since the other value was "overwritten"
Personal experiences sometimes shouldn't be passed to another person everytime. Memory leaks should be avoided from the beginning, so you don't get used to forgetting them.
The other topics, i just don't mind.
Use "equal to false" instead of "not equal to true".
btw, could you tell what's you map about and what do you pretend with those triggers? maybe it can help us.
oh... another thing. Make player group variables and then remove them so as not to leak.