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Dummy or Special Effect ?

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Using SFX would be more efficient, why ?

As you create new units, more memory will be stored inside the game itself (unless you have recycling unit system, that's different)

Also, SFX can be cleared its leak, but unit ?
You can't delete dead/removed units
It stays in the memory of the game until the game ends

So, it is better to use SFX (in terms of efficiency.)
 
I tested and even set the turn rate to 0.1 and use an arrow model "Abilities\Weapons\Banditmissile\Banditmissile.mdl" and "Abilities\Weapons\GuardTowerMissile\GuardTowerMissile.mdl" and use this...

JASS:
local unit u = CreateUnit(GetTriggerPlayer(), 'hpea', GetUnitX(GetTriggerUnit()), GetUnitY(GetTriggerUnit()), GetUnitFacing(GetTriggerUnit()))

well, the dummy arrow unit still faces the facing of the caster...
 
I tested and even set the turn rate to 0.1 and use an arrow model "Abilities\Weapons\Banditmissile\Banditmissile.mdl" and "Abilities\Weapons\GuardTowerMissile\GuardTowerMissile.mdl" and use this...

JASS:
local unit u = CreateUnit(GetTriggerPlayer(), 'hpea', GetUnitX(GetTriggerUnit()), GetUnitY(GetTriggerUnit()), GetUnitFacing(GetTriggerUnit()))

well, the dummy arrow unit still faces the facing of the caster...
Now test this refering to dummy that already exists with 0.1 turn rate ^^. From what I've tested it's about 0.7 - 0.8 with such low value.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Create New Unit + Facing Angle = works perfectly

Recycling Unit (that unit is used constantly on the map (it means that the unit already has its initial facing angle (it is first hidden, if you want to use it, unhide it (with its initial facing angle exist) and use it))) + Facing Angle = Delay

But I still think you can change the hidden unit's angle before you unhide it (but I still think you can see the delay, no?)
 
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