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Trigger text:
Periodically forcing units to pick up nearby items
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
-------- The AI doesn't take advantage of the added ability of non-hero unit to use items. Therefore, this trigger is necessary to...
Hello everyone!
I made a spell via trigger that works perfectly fine (but leaks), and when I add the custom script to remove location memory leaks it stops working, like it can't find location anymore.
Crushing Wave
Events
Unit - A unit Starts the effect of an ability...
What happened when I do bj_wantDestroyGroup=true?, because I thought that just eliminate the groups created in GUI in the same trigger, but I had this problem:
[General] - I'm tired of this (Workers doing action that they shouldn't do)
And results that I checked that an important group...
Hello,
I'm developing a Hero Defense map. Since it's the concept, many ennemy units & heroes die during the game.
I want to be sure to avoid memory leakage when the game time passes, so can you please help me figuring out what units are automatically removed by the WarcraftIII engine, and...
Does a dead unit occupy that much memory? Can it be removed from the memory at all?
Which method of dealing with the issue is more cost-efficient? By that I mean memory resources spent on reusing/checking conditions/playing sound/hiding/unhiding/relocating etc. the said dummy unit or simply on...
I'm an amateur map maker, so I'm making triggers that I do not know if they are MUI or not. Please someone tell me how do i make entering region a MUI. For my RPG map
Shipyard
Events
Unit - A unit enters Shipyard <gen>
Conditions
(Unit-type of (Entering unit)) Equal to...
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