ZeroTag
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Well, another help for the noob here...
Ok heres the deal, I was reading some tutorials, and some guy said that preload is good for lag issues, so the noob here gave it a try, well I couldn't ( tell some news right? )
All units are removed from game, but 2 units don't!
Those two units are the only units that I use for abilities ( dummys ), they have locust, no pathing block, and the models are effects ( buffs and abilities sections ).
So why the hell they don't get out?? ( maybe is the trigger? but is so simple! )
( I don't know which code tag you guys prefer so I used [ code ] )
( Maybe [ wc3 ]? But it's weird now in this new forum style )
Here's the trigger:
[ Edit ]
Well, those units have <Movement Type: Fly> is that the problem? But it doesn't make any sense!
Ok heres the deal, I was reading some tutorials, and some guy said that preload is good for lag issues, so the noob here gave it a try, well I couldn't ( tell some news right? )
All units are removed from game, but 2 units don't!
Those two units are the only units that I use for abilities ( dummys ), they have locust, no pathing block, and the models are effects ( buffs and abilities sections ).
So why the hell they don't get out?? ( maybe is the trigger? but is so simple! )
( I don't know which code tag you guys prefer so I used [ code ] )
( Maybe [ wc3 ]? But it's weird now in this new forum style )
Here's the trigger:
Code:
TOP KILLER
Events
Map initialization
Conditions
Actions
Set PRELOAD_Region[1] = PRELOAD KILLER TOP <gen>
Set PRELOAD_UnitGroup[1] = (Units in PRELOAD_Region[1])
Unit Group - Pick every unit in PRELOAD_UnitGroup[1] and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Custom script: call RemoveRect ( udg_PRELOAD_Region [ 1 ] )
Custom script: call DestroyGroup ( udg_PRELOAD_UnitGroup [ 1 ] )
Custom script: call DestroyTrigger ( GetTriggeringTrigger ( ) )
[ Edit ]
Well, those units have <Movement Type: Fly> is that the problem? But it doesn't make any sense!