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Buff expiration check {killing a unit after buff expires}

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Level 11
Joined
Nov 15, 2007
Messages
800
With tags;

  • Trigger1
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • Ability being cast equal to (Your buff placer)
  • Actions
    • Unit Group - Add (Target unit of ability being cast) to (Your unit group variable)
  • Trigger2
  • Events
    • Time - Every .05 seconds of game time
  • Conditions
  • Actions
    • Pick every unit in (Your unit group variable) and do IF unit has buff (Your buff) equal to False, THEN kill (Picked unit) AND remove (Picked unit) from (Your unit group variable), ELSE do nothing
 
Level 11
Joined
Nov 15, 2007
Messages
800
I've never had an issue with periodic triggers over .03 seconds, unless many of them are used at once; I find .05 to be safe as long as it's used sparingly.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Nah I made spells with triggers grouping units in area 3 times at same time per 0.035 seconds
its completly fine
 
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