- Joined
- Mar 29, 2013
- Messages
- 11
I've decided to make it another way so disregard this post
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I don't really know where the problem is, however there are a few things I'd like to point out:
The initial loop in your first trigger clears unused units, right? Why don't you have it in separate trigger that fires when unit stops casting an ability?
Also, Loop (Integer A/B) is apparently buggy, you should create your own integer variable that you will use instead.
So Loop (YourIntegerVariable) from 1 to X. And instead of Unit[Integer A] you will call to that unit as Unit[YourIntegerVariable].
The last thing - why do you have loop always from 1 to 10? As I understand it, a maximum of 10 units may cast this spell at a time. However won't it be more efficient to use a loop from 1 to LINK_NumberOfUnits. If I understood that part of trigger correctly, LINK_NumberOfUnits means how many units are currently casting the spell.
This way you could have more than 10 units at a time to cast it, but if fewer cast it you won't loop 10 times for nothing.
Oh and "By Maker's bones, you don't null points!"
ah I see, so basically this spell gives buff to both caster and target and as long as they both have those buffs, they will be connected by beam and the target will be periodically healed, right?
ah I see, so basically this spell gives buff to both caster and target and as long as they both have those buffs, they will be connected by beam and the target will be periodically healed, right?
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I think it was Deathismyfriend, who run tests on the Integer A loop. Apparently it sometimes is slower or causes bugs, which is why he advices to use our own integers instead. But it doesn't happen all the time, only sometimes.
You should listen to deathismyfriend, make a empty integer then use it instead of the integer A. It will take up less FPS in the game when the triggers are being used.
Your spell is not "Fixed" Its made to be a MUI spell but its not working like an MUI at all.
You have several more things to fix.