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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 by advancing a frame it will return 0, 0 instead of -1, 0.
#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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