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private constant real RegrowAfter = 23.0
private constant real RegrowAfter = 10.0
Erhmm... aren't you guys complicating things...?
When i tested this it worked perfectly.
When i tested this it worked perfectly even though multiple trees died within the 10 sec.
Tree Respawn
Events
Destructible - A destructible within (Entire map) dies
Conditions
(Destructible-type of (Dying destructible)) Equal to Summer Tree Wall
Actions
Wait 10.00 seconds
Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and Show birth animation
"a destructible within entire map dies" only refers to a few destructibles (like 64) but not all
probably blizzard thought it would be bad to create that many single events
set bj_wantDestroyGroup = true
^ destructible groups don't leak afaik so no need to useJASS:set bj_wantDestroyGroup = true
function EnumDestructablesInCircleBJ takes real radius, location loc, code actionFunc returns nothing
local rect r
if (radius >= 0) then
set bj_enumDestructableCenter = loc
set bj_enumDestructableRadius = radius
set r = GetRectFromCircleBJ(loc, radius)
call EnumDestructablesInRect(r, filterEnumDestructablesInCircleBJ, actionFunc)
call RemoveRect(r)
endif
endfunction
According to JassCraft,no.they don't even use that bj right?
According to JassCraft,no.
Well, you guys probably be better than me, since I've no knowledge about JASS, even a bit lol
So, no leaks present in that Unit Group of Destructibles ?
You're gonna need a formula for that, a cone-shaped formula for that
Say, the Breath of Fire spell, the shape itself is a cone
So, the formula should be Pi * Radius * Side (for Area Formula) (not particularly sure about this formula)
After doing this formula, pick every trees in that particular area, and kills it
And no, fail video, u know why? You are teaching people to make leaks.http://www.youtube.com/watch?v=_T2FxWgowO8
I actually made a tutorial on how to spawn trees. If you modify this a little bit, you may be able to get the result you want.
Try not to use waits... Use indexing or hashtables.
Edit:
And no, fail video, u know why? You are teaching people to make leaks.
Mods of Thunder Clap

Events


Unit - A unit Finishes casting an ability

Conditions


(Ability being cast) Equal to Dark Nova


(Ability being cast) Equal to Ground Spikes


(Ability being cast) Equal to Possess Corpse

Actions


Custom script: set bj_wantDestroyGroup = true


Destructible - Pick every destructible within 500.00 of (Position of (Casting unit)) and do (Actions)



Loop - Actions




Destructible - Kill (Picked destructible)
Mods of Thunder Clap

Events


Unit - A unit Starts the effect of an ability

Conditions


Or - Any (Conditions) are true



Conditions




(Ability being cast) Equal to Dark Nova




(Ability being cast) Equal to Ground Spikes




(Ability being cast) Equal to Possess Corpse

Actions


Set tempPoint = (Position of (Triggering unit))


Destructible - Pick every destructible within 500.00 of tempPoint and do (Actions)



Loop - Actions




Destructible - Kill (Picked destructible)


Custom script: call RemoveLocation(udg_tempPoint)
Conditions

(Ability being cast) Equal to Dark Nova

(Ability being cast) Equal to Ground Spikes

(Ability being cast) Equal to Possess Corpse
Conditions

Or - Any (Conditions) are true


Conditions



(Ability being cast) Equal to Dark Nova



(Ability being cast) Equal to Ground Spikes



(Ability being cast) Equal to Possess Corpse
Init Respawn

Events


Time - Elapsed game time is 0.00 seconds

Conditions

Actions


Hashtable - Create a hashtable


Set rhash = (Last created hashtable)


Set Rtime = 5.00


Custom script: set bj_wantDestroyGroup = true


Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)



Loop - Actions




Custom script: call SaveReal( udg_rhash , GetHandleId(GetEnumUnit()) , StringHash("x") , GetUnitX(GetEnumUnit()) )




Custom script: call SaveReal( udg_rhash , GetHandleId(GetEnumUnit()) , StringHash("y") , GetUnitY(GetEnumUnit()) )
Respawn

Events


Unit - A unit Dies

Conditions


(Owner of (Triggering unit)) Equal to Neutral Hostile

Actions


Wait Rtime seconds


Custom script: set udg_r1 = LoadReal( udg_rhash , GetHandleId(GetTriggerUnit()) , StringHash("x") )


Custom script: set udg_r2 = LoadReal( udg_rhash , GetHandleId(GetTriggerUnit()) , StringHash("y") )


Custom script: set bj_lastCreatedUnit = CreateUnit( GetOwningPlayer(GetTriggerUnit()) , GetUnitTypeId(GetTriggerUnit()) , udg_r1 , udg_r2 , GetRandomReal(0 , 359) )


Custom script: call SaveReal( udg_rhash , GetHandleId(bj_lastCreatedUnit) , StringHash("x") , udg_r1 )


Custom script: call SaveReal( udg_rhash , GetHandleId(bj_lastCreatedUnit) , StringHash("y") , udg_r2 )


Custom script: call FlushChildHashtable( udg_rhash , GetHandleId(GetTriggerUnit()))


Unit - Remove (Triggering unit) from the game









Evo 1

Events


Time - Elapsed game time is 5.00 seconds

Conditions

Actions


Unit - Create 1 Human Deliverer for Neutral Hostile at (Center of Deliverer Creation <gen>) facing 180.00 degrees


Hero - Create War Plans and give it to (Last created unit)


Unit - Order (Last created unit) to Patrol To (Center of Deliverer Delivery <gen>)
Evo 1 part 2

Events


Unit - A unit enters Deliverer Delivery <gen>

Conditions


(Unit-type of (Triggering unit)) Equal to Human Deliverer

Actions


Unit Group - Pick every unit in (Units owned by Neutral Hostile matching ((Unit-type of (Matching unit)) Equal to Human Soldier)) and do (Unit - Kill (Picked unit))


Unit - Remove (Triggering unit) from the game


Unit - Create 1 Super Soldier for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
what's the problem? please explain!
ur event is Enters a region so there is no dying unit...
No ingame spell will ever be able to fix that...In worst case senarios, this results in a WC3 fatal error.
