@Astrella Just like we used to do before the new natives. Refresh the trigger every so often to remove removed units and re-add valid units.
I played the Storm Juggler.
Toss Tempest only worked once and never worked again.
The boss room kept spawning units until it was full of them...
This doesn't work correctly:
private struct Demo extends array
static Particle effect
static real r
@Almia Wrong. The rotations are absolute and not relative, hence the need to do what I posted.
It will not.
What you could do is check how many players have still not dropped the egg. Dropping 50% of the players is pretty bad.
I played this map a bunch - iirc it used to tell you had 15 seconds to drop the egg.
What can happen is that someone snipe your spot and then by...
3 players got kicked because we didn't place eggs in time. The other versions were less strict about that.
if dx == 0. and dy == 0. then
set this.angleY = 0.
if dz > 0 then
set this.angleX = - bj_PI/2.
ReloadGameCachesFromDisk() will return true if the game is played offline, false if LAN or over Battle.net.
@deepstrasz This speed limit is only for ground normally pathed unit. As as I said projectiles are not affected by it at all unless you want to...
@deepstrasz You can't go faster than 522 by giving an order. It will be the same as ordering it manually. The only thing you could do is recode...
Moving a unit via script has nothing to do with it since you don't care about path finding when doing so.
There are reasons the limit is 522 obviously. The whole pathing system would need to be redone to be able to go higher than that.
Separate names with a comma.