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blinkmove

Events


Unit - A unit is issued an order targeting a point // (or something like that)

Conditions


If you need any...

Actions


Set TempPoint = (Target point of issued order)


Unit - Order (Triggering unit) to Stop


Unit - Order (Triggering unit) to Night Elves - Warden: Blink TempPoint
Activate Shunpo

Events


Unit - A unit Is issued an order with no target


Conditions



Or - Any (Conditions) are true




Conditions





(Issued order) Equal to (Order(faeriefireon))





(Issued order) Equal to (Order(faeriefireoff))


Actions



If (All Conditions are True) then do (Then Actions) else do (Else Actions)




If - Conditions





(Issued order) Equal to (Order(faeriefireon))




Then - Actions





If (All Conditions are True) then do (Then Actions) else do (Else Actions)






If - Conditions







Blinker1 Equal to No unit






Then - Actions







Set Blinker1 = (Triggering unit)







Floating Text - Create floating text that reads Shunpo! above (Triggering unit) with Z offset 0.00, using font size 12.00, color (50.00%, 0.00%, 100.00%), and 0.00% transparency







Floating Text - Change (Last created floating text): Disable permanence







Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees







Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds







Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds






Else - Actions







If (All Conditions are True) then do (Then Actions) else do (Else Actions)








If - Conditions









Blinker2 Equal to No unit








Then - Actions









Set Blinker2 = (Ordered unit)








Else - Actions









If (All Conditions are True) then do (Then Actions) else do (Else Actions)










If - Conditions











Blinker3 Equal to No unit










Then - Actions











Set Blinker3 = (Triggering unit)










Else - Actions











If (All Conditions are True) then do (Then Actions) else do (Else Actions)












If - Conditions













Blinker4 Equal to No unit












Then - Actions













Set Blinker4 = (Triggering unit)












Else - Actions













If (All Conditions are True) then do (Then Actions) else do (Else Actions)














If - Conditions















Blinker5 Equal to No unit














Then - Actions















Set Blinker5 = (Triggering unit)














Else - Actions















If (All Conditions are True) then do (Then Actions) else do (Else Actions)
















If - Conditions

















Blinker6 Equal to No unit
















Then - Actions

















Set Blinker6 = (Triggering unit)
















Else - Actions




Else - Actions





If (All Conditions are True) then do (Then Actions) else do (Else Actions)






If - Conditions







Blinker1 Equal to (Ordered unit)






Then - Actions







Set Blinker1 = No unit







Floating Text - Create floating text that reads Relax! above (Triggering unit) with Z offset 0.00, using font size 12.00, color (50.00%, 0.00%, 100.00%), and 0.00% transparency







Floating Text - Change (Last created floating text): Disable permanence







Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees







Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds







Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds






Else - Actions







If (All Conditions are True) then do (Then Actions) else do (Else Actions)








If - Conditions









Blinker2 Equal to (Triggering unit)








Then - Actions









Set Blinker2 = No unit








Else - Actions









If (All Conditions are True) then do (Then Actions) else do (Else Actions)










If - Conditions











Blinker3 Equal to (Triggering unit)










Then - Actions











Set Blinker3 = No unit










Else - Actions











If (All Conditions are True) then do (Then Actions) else do (Else Actions)












If - Conditions













Blinker4 Equal to (Triggering unit)












Then - Actions













Set Blinker4 = No unit












Else - Actions













If (All Conditions are True) then do (Then Actions) else do (Else Actions)














If - Conditions















Blinker5 Equal to (Triggering unit)














Then - Actions















Set Blinker5 = No unit














Else - Actions















If (All Conditions are True) then do (Then Actions) else do (Else Actions)
















If - Conditions

















Blinker6 Equal to (Triggering unit)
















Then - Actions

















Set Blinker6 = No unit
















Else - Actions
Shunpo

Events


Unit - A unit Is issued an order targeting a point

Conditions


And - All (Conditions) are true



Conditions




Or - Any (Conditions) are true





Conditions






Blinker1 Equal to (Ordered unit)






Blinker2 Equal to (Ordered unit)






Blinker3 Equal to (Ordered unit)






Blinker4 Equal to (Ordered unit)






Blinker5 Equal to (Ordered unit)






Blinker6 Equal to (Ordered unit)




(Distance between (Position of (Ordered unit)) and (Target point of issued order)) Greater than 550.00




IsShunpo Equal to False




(Issued order) Not equal to (Order(attack))




(Level of Shunpo (autocast) for (Ordered unit)) Equal to 1

Actions


Set IsShunpo = True


Set ShunpoDestination = (Target point of issued order)


Wait 0.36 seconds


Unit - Order (Ordered unit) to Night Elf Warden - Blink ShunpoDestination


Wait 0.36 seconds


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




And - All (Conditions) are true





Conditions






(Distance between (Position of (Ordered unit)) and ShunpoDestination) Greater than 150.00






(Current order of (Ordered unit)) Not equal to (Order(attack))



Then - Actions




Unit - Order (Ordered unit) to Move To ShunpoDestination



Else - Actions


Set IsShunpo = False


Wait 0.70 seconds


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




And - All (Conditions) are true





Conditions






IsShunpo Equal to False






(Current order of (Triggering unit)) Not equal to (Order(attack))






(Current order of (Triggering unit)) Not equal to (Order(stop))






(Distance between (Position of (Ordered unit)) and ShunpoDestination) Greater than 200.00



Then - Actions




Unit - Order (Ordered unit) to Move To ShunpoDestination



Else - Actions
You made a variable, but never cleaned the leak...Variables:
TempPoint - Point variable
blinkmove
Events
Unit - A unit is issued an order targeting a point // (or something like that)
Conditions
If you need any...
Actions
Set TempPoint = (Target point of issued order)
Unit - Order (Triggering unit) to Stop
Unit - Order (Triggering unit) to Night Elves - Warden: Blink TempPoint
This should work...
blinkmove

Events


Unit - A unit is issued an order targeting a point // (or something like that)

Conditions


If you need any...

Actions


Set TempPoint = (Target point of issued order)


Unit - Order (Triggering unit) to Stop


Unit - Order (Triggering unit) to Night Elves - Warden: Blink TempPoint


Custom Script: call RemoveLocation(udg_TempPoint)
Trigger name here

Events


Unit - A unit Is issued an order targeting a point

Conditions


Do you need any o-o? Mby add a buff if its temporary

Actions


Unit - Move (Ordered unit) instantly to (Target point of issued order), facing (Facing of (Ordered unit)) degrees


Special Effect - Create a special effect attached to the origin of (Ordered unit) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Razorbrain, I know it works for you, it should. Leaks are not whether it's working or not, the full name is memory leaks. It's when (example) you create a special effect at the position of a unit. If that location (the position of unit) is not destroyed, it will stay there and take some memory, so when you create lots of these locations, your map will lag like hell. Imagine it like this, try putting 10000 units on a map and test it, it bet it'll lag because each unit takes some memory, and causes the game to leak. Same for Unit Groups, if you go pick every unit, then WE creates a group so he can do what you said, but if that group isn't destroyed, it will leak.
