GetMaxCreeperCellWithDamage ->maxCreeperCellZ ->maxCreeperCellX
Gets the map location that contains the maximum amount of creeper, factoring in the damage map. If the map contains no creeper, the returned X coordinate will be negative (not on the map)
Note that if you use it on the first frame of the map before it has calculated the creeper map it will return 0, 0 instead of -1, 0 if there's no creeper.
#Point a unit towards the deepest creeper on the map, factoring in the damage map GetMaxCreeperCellWithDamage ->cellZ ->cellX RotateUnitTowards2D(<-unitUID <-cellX <-cellZ 10)
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