a while loop runs alot smoother than a periodic event. the whole event (signal) system creates some overhead. try if possible to avoid general events. for example if you need damage response on a certain unit give it a behaviour with damage response and use the response effect as event.
but once you copied & pasted everything and you decide to change something you have to do it again for all actors. it's just good practice to use them and will save you alot of time over the X-th iteration of your map
most likely your layout file is added 2 times. it's a bug that sometimes occours. make a backup of your map, save it as components, go to the UI folder, delete the bugged one.
there is a trigger action to set the "cooldown of an ability for unit". the the cooldown link location is set to unit it should work.
btw you can validate the target point, there is a validator for that, you can either place dummy units and use an anum area validator etc. endless possibilities.
the best performing solution is done with triggers. basically have a unit group of possible targets, a unit group of units that need a target, then iterate over the attacking units, get lowest distance, issue order to attack closest unit.
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a while loop runs alot smoother than a periodic event. the whole event (signal) system creates some overhead. try if possible to avoid general events. for example if you need damage response on a certain unit give it a behaviour with damage response and use the response effect as event.
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but once you copied & pasted everything and you decide to change something you have to do it again for all actors. it's just good practice to use them and will save you alot of time over the X-th iteration of your map
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macros are super useful if you need the same event.actions for group of actors
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show me where he touched you
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tell us at least which game, is it about gaming / modding? what are you in to?
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most likely your layout file is added 2 times. it's a bug that sometimes occours. make a backup of your map, save it as components, go to the UI folder, delete the bugged one.
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there is a trigger action to set the "cooldown of an ability for unit". the the cooldown link location is set to unit it should work. btw you can validate the target point, there is a validator for that, you can either place dummy units and use an anum area validator etc. endless possibilities.
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open the replay in mpq editor then go to replay.details
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the handles were not in HEX back then, so you have to search for S2- within the txt file.
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https://www.sc2mapster.com/forums/development/data/128471-disable-the-use-of-items-in-certain-slot/
for the cooldown, i think if cd location is set to "unit" instead of ability it will work with trigger actions to set cd.
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if you do damage with search it will count as splash damage, if you do search with damage then not. that's all about it
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some years back i was able to open the replay as txt (either change to .txt or just open it with a editor) and extract player handles from it
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yes WASD, want to know how it differs from my implementation
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the best performing solution is done with triggers. basically have a unit group of possible targets, a unit group of units that need a target, then iterate over the attacking units, get lowest distance, issue order to attack closest unit.
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so what have been your solution? If you change the GameData leash settings the game will start to lag pretty soon pretty bad with alot of units.