then scroll down through a billion fields till you find the one you want, and making sure you have Use Custom Game Interface checked, open it. Then, select your imported picture, and set it to that.
Well for the part where i have to go to gameplay interface, I already know, accept that I'm not sure what type of picture should I import for it. Cuz sometimes you need a specific size and stuff... you know
Btw, this is off topic but still goes in with the forum.
If you've played the game Eternity Calls castle defense, I would expect that you all lag. And in some cases, at levels between 10-15, the creep spawning triggers over-spawned, which causes intense lag since there are limitless creeps being spawned. I don't know why this happens, however I do know that this happens after the wc3 1.20 patch. Before that I have never changed the spawning system. So can someone be so kind to help me solve this issue? the map file is unprotected btw
Create 1 footman at Center of <region> or anything. Make sure youre cleaning up your leaks.
Ok, so I did use the "create 1 footman at center of <region>" type. However I do not know why It's a leak? Is there another way to do this without using methods that are leak?
Well, basically a leak is when you leave an object lying around unused with no pointers, and it still sucks up memory space.
Make a variable called loc (Point-type) and do this instead
Set loc = <Point> Create 2 Footmen at loc Custom Script: call RemoveLocation( udg_loc )
Do this whenever you are working with point variables. Also, if you are using any Unit Groups, just add THIS to the previous line (this includes for CountUnitsInGroup) Custom Script: set bj_wantDestroyGroup = true
Ok so instead of having the 2 footmans to be spawned at a region, I initialize it to spawn at a point, this point will be initialized by a variable. Then after the 2 footmans are created remove the point again? And for the unit group, that custom script works before the line where unit group is being spawned at point loc? hmmm I still don't get the bj_wantDestroyGroup = true