I'm trying to use it, but it's not working for me. i did everything you said to do, but it still doesn't work when i save. Would it make a difference that it's a campaign map? or should that not be an issue?
Reasons to do the spell in JASS: 1. Why not? 2. To make it completely Multi-instancible. 3. To avoid using non-natives. 4. To easily remove memory leaks. 5. To reduce the number of lines a code uses. 6. To make spells more easily customizable. Actually, the spell is meant to stop going if it hits a spot such as a boundary where flying units cannot go to. Also, why is knocking down trees bad? If you know any JASS, just find the lines in the spells where I did: call EnumDestructablesInRect... and just delete those lines. Also, the spell is very easily implemented and easy to balance, which is the reason I added those tons of constant functions, which were not needed.[/code]
SetUnitX/Y does not stop the unit, stop spells being cast by it, stop orders. The boundry thing shouldn't become an issue in this case (Moving a unit with SetUnitX/Y outside the WORLD bounds crashes the game, outside playable map area is ok though -_-)
Actually, that 2 second wait comes from the channel spell it is based off in the object editor, just get rid of the follow through time. Also, how is using 2 separate functions better than a native that just sets it all at once?
Hmmm, well I'll just have to add a few more conditions and make it so the unit pathing always stays on, or just add another condition. To prevent the target self bug, you can just change the targets used by the spell in the object editor for now.
I have seen a slash spell, a random location damage spell, but not a slash AND a random location damage spell together before. And why do you say the spell sucks error0024? I would like to know if there was something that could have done better.