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Which is More Efficient

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Sep 20, 2020
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When it comes to triggers which use a dummy unit to cast an ability, which is more efficient?

Having a dummy unit pre-placed in the editor which is moved around the map when called for by a trigger and just giving the dummy unit all the abilities it will potentially need in the object editor?

  • Horn of Helm Hammerhand Copy Copy
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Sound the Horn of Helm Hammerhand (The Horn of Helm Hammerhand)
    • Actions
      • Sound - Play The_Horn_of_Helm_Hammerhand__ISOLATED_AUDIO_u <gen>
      • Unit Group - Pick every unit in (Units in Helms Deep <gen>) and do (Actions)
        • Loop - Actions
          • Set VariableSet PickedUnit = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PickedUnit belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
              • (PickedUnit is alive) Equal to True
              • (PickedUnit is A structure) Not equal to True
            • Then - Actions
              • Set VariableSet tempPoint = (Position of PickedUnit)
              • Unit - Move Ability Unit 0331 <gen> instantly to tempPoint
              • Unit - Order Ability Unit 0331 <gen> to Undead Necromancer - Cripple PickedUnit
              • Custom script: call RemoveLocation (udg_tempPoint)
            • Else - Actions

Or each time a trigger requiring a dummy unit is activated, have that trigger create a dummy unit with an expiration timer at a given point?

  • Horn of Helm Hammerhand Copy
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Sound the Horn of Helm Hammerhand (The Horn of Helm Hammerhand)
    • Actions
      • Sound - Play The_Horn_of_Helm_Hammerhand__ISOLATED_AUDIO_u <gen>
      • Unit - Create 1 Ability Unit for (Owner of (Casting unit)) at (Center of Helms Deep <gen>) facing Default building facing degrees
      • Unit - Add Cripple (Horn of Helm Hammerhand) to (Last created unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit Group - Pick every unit in (Units in Helms Deep <gen>) and do (Actions)
        • Loop - Actions
          • Set VariableSet PickedUnit = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PickedUnit belongs to an enemy of (Owner of (Triggering unit)).) Equal to True
              • (PickedUnit is alive) Equal to True
              • (PickedUnit is A structure) Not equal to True
            • Then - Actions
              • Set VariableSet tempPoint = (Position of PickedUnit)
              • Unit - Move (Last created unit) instantly to tempPoint
              • Unit - Order (Last created unit) to Undead Necromancer - Cripple PickedUnit
              • Custom script: call RemoveLocation (udg_tempPoint)
            • Else - Actions

If triggers are being activated at a very fast rate, will one permanent dummy unit be able to keep up?
Thank you
 
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