Why does this trigger create huge lag?

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Feb 18, 2010
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  • 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
 
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