- Joined
- Mar 15, 2012
- Messages
- 2,878
Following http://www.hiveworkshop.com/forums/triggers-scripts-269/there-way-remove-event-256539/index2.html
From past experiences on what people have said about doing it this way as well.
Test the demomap as well if the triggers don't say anything.
[trigger=]
Untitled Trigger 001
Events
Unit - A unit enters (Entire map)
Conditions
Actions
Trigger - Add to Display Damage <gen> the event (Unit - (Triggering unit) Takes damage)
Unit - Set the custom value of (Triggering unit) to lol
Set lol = (lol + 1)
Game - Display to (All players) the text: (String(lol))
Hashtable - Save 0.00 as 1 of (Key (Triggering unit)) in table
[/trigger]
[trigger=]
Spawn Copy
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Create 1 Rifleman for Player 1 (Red) at DemoMapPoint facing (Random angle) degrees
Trigger - Add to Display Damage <gen> the event (Unit - (Last created unit) Takes damage)
Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
[/trigger]
Use flame strike to test it when values are past 8200, it still doesn't crash.
From past experiences on what people have said about doing it this way as well.
Test the demomap as well if the triggers don't say anything.
[trigger=]
Untitled Trigger 001
Events
Unit - A unit enters (Entire map)
Conditions
Actions
Trigger - Add to Display Damage <gen> the event (Unit - (Triggering unit) Takes damage)
Unit - Set the custom value of (Triggering unit) to lol
Set lol = (lol + 1)
Game - Display to (All players) the text: (String(lol))
Hashtable - Save 0.00 as 1 of (Key (Triggering unit)) in table
[/trigger]
[trigger=]
Spawn Copy
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Create 1 Rifleman for Player 1 (Red) at DemoMapPoint facing (Random angle) degrees
Trigger - Add to Display Damage <gen> the event (Unit - (Last created unit) Takes damage)
Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
[/trigger]
Use flame strike to test it when values are past 8200, it still doesn't crash.
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