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1. Then use a universal unit group in the place of the specific unit. Something like a custom variable named "AllUnits". You can create a unit group variable in the "Set Variable" action and use this action:
Actions
Unit Group - Add all units of (Units in (Playable map area)) to AllUnits
Or, if there are units that spawn during gameplay in your map, make an event like this:
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
Unit Group - Add (Entering Unit) to AllUnits
The above trigger example will add any new or spawned units to the AllUnits unit group.
2. In the primary trigger, instead of using a unit group variable, use "All Units in (Playable map area)".
If you want a unit from a unit group for all unit, then the primary trigger changes a bit:
Buff Checker
Events
Time - Every 2.00 seconds of Game time
Conditions
Actions
-------- If you don't have an unit goup, use "All units in (Playable map area)" --------
Unit Group - Pick every unit in AllUnits and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff YourBuff) Equal to True
Then - Actions
-------- Put your actions here --------
Else - Actions
The above trigger can be used if you're using a UNIT GROUP VARIABLE.
If you're NOT using a unit group variable, do this trigger:
Buff Checker
Events
Time - Every 2.00 seconds of Game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
I wonder since picking every unit in the playable map area shouldn't be lagging that much.
Does it work at least a few times before it collapses?
If so, put a
Try "Unit starts effect of an ability", i believe it refers to the point when unit is affected by an ability. (then just check the ability, not the buff)
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