Okay so whenever I do triggered spells I've always been wondering one question.
Since we all know having too many units in the map will cause lag, then whats the difference between
-Add a 10 second generic expiration timer to unit.
and
-Going to object editor, set the life regeneration per second to -1, and its health to how many seconds you want the dummy unit to last.
I've always been doing the latter (because the former takes up one trigger line and I just prefer less trigger lines used as possible) but lately I've been wondering. Does it clear up leaks? Not only is it used for the "removal of the dummy" but theoretically, the unit, by this method, will still remain on the map wont it?
So my question is, which is better? Im using it for triggered spells so these dummy units are meant to be a one-time use. And while you're at it, if you would like to help explain some of the other expiration timers (animate dead, force of nature, etc.) it would help too. +rep.
Since we all know having too many units in the map will cause lag, then whats the difference between
-Add a 10 second generic expiration timer to unit.
and
-Going to object editor, set the life regeneration per second to -1, and its health to how many seconds you want the dummy unit to last.
I've always been doing the latter (because the former takes up one trigger line and I just prefer less trigger lines used as possible) but lately I've been wondering. Does it clear up leaks? Not only is it used for the "removal of the dummy" but theoretically, the unit, by this method, will still remain on the map wont it?
So my question is, which is better? Im using it for triggered spells so these dummy units are meant to be a one-time use. And while you're at it, if you would like to help explain some of the other expiration timers (animate dead, force of nature, etc.) it would help too. +rep.