• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Why does this trigger create huge lag?

Status
Not open for further replies.
Level 6
Joined
Feb 18, 2010
Messages
42
  • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Wild Growth
  • Actions
    • Set WildGrowthPoint = (Position of (Casting unit))
    • Set TempGroup = (Units within 300.00 of WildGrowthPoint matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))
    • Unit Group - Pick every unit in TempGroup and do (Actions)
      • Loop - Actions
        • Unit - Create 1 Dummy [Wild GRowth] for (Owner of (Triggering unit)) at WildGrowthPoint facing 0.00 degrees
        • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        • Unit - Order (Last created unit) to Human Priest - Inner Fire (Picked unit)
    • Custom script: call DestroyGroup (udg_TempGroup)
    • Custom script: call RemoveLocation (udg_WildGrowthPoint)
 
it counts dead units too so if you have had dummy units there before, their invisible corpses also count as units. Add unit is alive = true into your unit group condition and try it
 
Status
Not open for further replies.
Back
Top