• 💀 Happy Halloween! 💀 It's time to vote for the best terrain! Check out the entries to Hive's HD Terrain Contest #2 - Vampire Folklore.❗️Poll closes on November 14, 2023. 🔗Click here to cast your vote!
  • 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 HD Level Design Contest #1 is OPEN! Contestants must create a maze with at least one entry point, and at least one exit point. The map should be made in HD mode, and should not be openable in SD. Only custom models from Hive's HD model and texture sections are allowed. The only exceptions are DNC models and omnilights. This is mainly a visual and design oriented contest, not technical. The UI and video walkthrough rules are there to give everyone an equal shot at victory by standardizing how viewers see the terrain. 🔗Click here to enter!

Unit Group or Unit Index

Not open for further replies.
Level 15
Nov 30, 2007
Using an array is faster though. Gaps are not a problem.

Yes something like that. I mean if an array is faster and the only difference would be instead of removing the unit from the group you would have to decrease the index size. The drawback would be that every time a unit dies/enters map you would have to add them which might be significant. So why bother, then again, they are already being indexed/deindexed at some point, might aswell make them add to another index instead. And then again.... The filter would have to load a hashvalue to find out if the unit is of a certain type... ;d

For units that are out of mana...
mana regeneration doest stop.

All units have negative mana regeneration. :)
Last edited:
Not open for further replies.