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MUI is a spell castable by units at the same time and can still succeed. An example is impale. If casted multiple times at once, it can still work correctly both times.
Example
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Animate Dead
Actions
Unit - Create 1 Footman for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 50.00 seconds
Unit - Kill (Last created unit)
The above is alright, if only castable once by one player with a cooldown larger then the spells duration. What happens is if this spell is triggered again during those 50 seconds, a new last created unit will be made. This will cause the first created unit to not be effected by the kill action and the second one to be effected by it.
Some actions prone to not be MUI
Unit - (Last created unit)
Whenever a new unit is created, this overrights. Use variables for this unless when the unit is created this action follows it right after.
Well, if you made a triggered ability it would depend. Some spells don't need variables to be MUI. example
Example
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Animate Dead
Actions
Unit - Create 1 Footman for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Make (Last created unit) Invulnerable
I took the trigger last time and removed the wait. This trigger is MUI; how will you know when a trigger is MUI? Common knowledge will tell you in the future but for now just test it in the World Editor or look at tutorials for things that cause instability, may leak, or cause problems in general. GUI is hard to make spells MUI, leakless, and lagless.
Variables were suggested because they can store data from a game for an unlimited time until rewritten or modified. They can store the last created unit and be able to use it after countless more units have been created. They are used in a lot of triggers to store positions, units, and integers.
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