- Joined
- Dec 21, 2019
- Messages
- 51
Hey there, i was ondering if this wait is leaking or causing problems?
Hence this is a TD map, i was wondering if this will overwrite if it happens on multiple towers simulatenously ? so 1 BladestormUnit is not removed when another unit procs in that 1 second wait? Or does wc3 start this trigger twice and is able to just handle this task multiple times simulatenously without loosing track of the individual units with the same name/variable?
I just want to make sure all dummys disappear, if someone has a solution/explanation it'd be great!
Cheers!
Hence this is a TD map, i was wondering if this will overwrite if it happens on multiple towers simulatenously ? so 1 BladestormUnit is not removed when another unit procs in that 1 second wait? Or does wc3 start this trigger twice and is able to just handle this task multiple times simulatenously without loosing track of the individual units with the same name/variable?
I just want to make sure all dummys disappear, if someone has a solution/explanation it'd be great!
Cheers!
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DrBest
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Events
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Unit - A unit Is attacked
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Conditions
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(Unit-type of (Attacking unit)) Equal to |cffd45e19Dr. Best|r
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Actions
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Set VariableSet DrBestProc = (Random integer number between 1 and 20)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DrBestProc Equal to 9
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Then - Actions
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Set VariableSet DrBestPoint = (Position of (Attacking unit))
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Unit - Create 1 BladestormDummy for (Owner of (Attacking unit)) at DrBestPoint facing Default building facing degrees
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Set VariableSet BladestormUnit = (Last created unit)
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Custom script: call RemoveLocation (udg_DrBestPoint)
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Unit - Order BladestormUnit to Orc Blademaster - Bladestorm.
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Wait 1.00 seconds
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Unit - Remove BladestormUnit from the game
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Else - Actions
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