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[Trigger] Localize Group?

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Mar 13, 2008
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If I make a trigger like this one:
  • Roots of Ironwood
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Roots of Ironwood
    • Actions
      • Custom script: local location udg_EntanglePoint
      • Set EntangleGroup = (Units within 100.00 of (Target point of ability being cast) matching (((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in EntangleGroup and do (Actions)
        • Loop - Actions
          • Set EntanglePoint = (Position of (Random unit from EntangleGroup))
          • Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at EntanglePoint facing Default building facing degrees
          • Unit - Add Roots of Ironwood (Dummy) to (Last created unit)
          • Unit - Set level of Roots of Ironwood (Dummy) for (Last created unit) to (Level of Roots of Ironwood for (Triggering unit))
          • Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_EntanglePoint)
      • Custom script: call DestroyGroup(udg_EntangleGroup)
do I need to localize unit group to make it fully MUI???
tnx in advance
 
There are no wait actions in your trigger and it doesnt store any data for later use = its fully MUI at the start already.

Meaning, as cpt griffen said, you dont need to make local point variable.

f unit A starts casting and unit B after 0.01 seconds (for example) won't EntanglePoint for unit A move to the position specified for unit B?
WE does the actions contained in your trigger so quickly, that it's faster than the hypothetical 0.01 sec delay (which, mostly probably, will never happen)
 
ok, so multiple spell casts of the same spell won't interfere?

That code takes so little time to run that you have no chance to actually cast it at that time.
This is besides the fact that Threads process one thing after another, you can't actually call the same thing twice at the same time (unless you have more the one Thread (multi threaded) which removes the problem altogether. Warcraft 3 isn't multi threaded though).
 
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