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Moderator
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
15:31, 17th Jul 2012
Magtheridon96:
IcemanBo: Too long as NeedsFix. Rejected.
15:31, 17th Jul 2012
Magtheridon96:
There's room for a lot of improvement here.
- I'd recommend using Bribe's Knockback system. It's a lot better.
- Spell configurations should be done in a totally different trigger that runs on map initialization, not the spell-cast trigger.
- When you're repeating things like (Owner of TempUnit), it's always better to put them into a variable so you can reuse them again rather than calling them over and over again. The same applies to (Last created unit), (Triggering unit), (Triggering player), etc...
- I don't know about Paladon's Knockback system, but it seems that you aren't destroying the knockback group or the locations. Does it do that automatically for you? If yes, that's totally fine.
- Currently, you're not using a safe method to destroy destructibles. You can destroy bridges as well. You need to use safe tree detection. You can do this by picking all the destructibles, having a dummy peasant with the harvest ability attempt to harvest it, then check if his current order is "harvest", and if that is true, then you can destroy the destructible, because then you would be totally sure of the fact that you're only destroying trees.
- (Ability being cast) is the most redundant thing ever when you already know what ability is being cast
- Your method of indexing seems very outdated. Refer to this.
-
- Unit - Turn collision for (Last created unit) Off
- Unit - Move (Last created unit) instantly to TempLoc1_2
- Set Missile2[TempInteger2] = (Last created unit)