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Yeah, I know.. you could create a variable, set the custom value of the dummy to something and save it for that custom level.
Or you could create a hashtable with the same idea as above.
But if you upload the spells right now, I'm pretty sure that there are people who won't get how that works
Oh. I didnt steal any ideas :O Im not that kind of guys.
Im making all my resources based on my own needs or if i get a nice idea (except requets).
So, if you did make a spell that almost is the same as mine, im very sorry for that.
I'm working on our on screen beastery system now, (Making these can be so annoying) but luckily, it only needs to work for one player at a time, so no need for mpi rly
Hye, i've gotta problem and seeing as your the first person i owuld go to i tought you'd be able to help, it's doesn't appear to be leaks, i dont know why it makes me lag :S http://www.hiveworkshop.com/forums/pastebin.php?id=5e9l8t
lol that's somehow funny... Im currently developing with darkt3mpl3r such an engine for a new modification our clan is making... but I won't give much informations about it yet
riht i get it, so the variable that increases is the 'wait' and whenever it hits blah blah number it'll activate, great thx should have it finished soon ^^
Anyway, here is an sample. Simply put the turn off and on around everything.
Unit Group Move
Events
Unit - A unit Is issued an order targeting a point
Conditions
Or - Any (Conditions) are true
Conditions
(Issued order) Equal to (Order(move))
(Issued order) Equal to (Order(smart))
(Unit-type of UnitGroup_Organizor[(Custom value of (Triggering unit))]) Equal to (Unit-type of (Triggering unit))
Actions
-------- PreventCrash --------
Trigger - Turn off (This trigger)
Set TempUnitGroup = UnitGroup[(Custom value of (Triggering unit))]
Set TempPoint = (Target point of issued order)
Unit Group - Order TempUnitGroup to Move To (Target point of issued order)
Custom script: call RemoveLocation(udg_TempPoint)
-------- PreventCrash --------
Trigger - Turn on (This trigger)
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