Hashtables are extremely similar to variables with a few key differences and similarities:
Similarly:
Loading handles can replace the use of a variable of the same type
Setting null is the equivelant to removing a saved handle, however, the saved handle is not scope restricted, so it should be...
You should almost never use BJ's as a lot of them leak and all of them are inneficient
Each is a wrapper for other functions and none of them does anything so complex that it's worth all that
just think of it like this: its just a different way of saying the same thing, except it is more efficient and cuts out all the crap...
ie:
if then else do multiple actions
if (Conditions)
SomeBoolean is equal to True
then (Do actions)
Do Something
else (Do else actions)
Do...
well you will have to record the score in variables, but other than that it should be pretty easy, there should be a normal leaderboard you can use, havent done it before, just used dialogue items instead, but it should create a collapsable box in the top right corner, id do some research on...
well, you could do this all in one trigger but it would be a little more complex...
you would have to create a region array and a point array for each rally point where the region is where the unit enters and the point is where the unit heads to then you could have one event for each region on...
no a unit can be in as many unit groups as you want, but it can only be in each group once, btw, save yourself hours and learn to use variables, iv seen the coding for some of your maps and you could cut it down to 1 thousandth of the size...
learn variables, its as simple as that, iv seen about 30 of your posts where you do things some way that takes literally 100x as long because you refuse to learn them, you waste more time creating triggers like this than you ever could learning variables
EDIT:
and if you dont learn them you...
you will have to use variables, create one variable called hydralisk with the array marker checked that holds regions, it should be 1 dimension with an index of 9, then at map initialization, set "hydralisk 1" to hydralisk[0], "hydralisk 2" to hydralisk[1], then do something like this:
Spawn...
yes I understand how a thread in an os actually works, and i know that, i do believe they are simulating a thread system, but thats what i was meaning, that with "their thread system" thats how they create triggers that run properly with multiple instances, even event systems in C++, Java...
attack priority is the target order for auto-attacks, higher priority, the more likely to be attacked, you CANT change this in game unless you trigger it, and thats a very complex system if it handles auto attacks in game
the only possibility is an upgrade that modifies units, but that still...
thats what the local part is for, it creates a new version of that variable every time the trigger runs, allowing it to be used once by you but its actually being used tons of times by the game
no they are normal data editor behaviors, and if you create additional behaviors for the key it will still work because you arent removing the orriginal
here is a step by step:
Create a new behavior (or use the one you already have) which is the first buff, this should have a maximum stack of...
"last created unit" can be any unit that was created in that 10 seconds
for instance, 2 scvs enter the "buy marauder" region at the same time, that trigger runs twice at once, however, both of them only move the 2nd one instantly, the first is never moved... to prevent this use a local variable...