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[Trigger] Counter Helix Problem

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Level 7
May 23, 2011
Guys how can i get rid of this wait thing because it leaks when the ability starts to run.....
  • Counter Helix
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) has buff Counter Helix ) Equal to True
      • (Random integer number between 1 and 100) Less than or equal to 15
    • Actions
      • Set CH_Trigger_unit_loc = (Position of (Triggering unit))
      • Set CH_Group = (Units within 225.00 of CH_Trigger_unit_loc matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))
      • Custom script: call RemoveLocation(udg_CH_Trigger_unit_loc)
      • Animation - Play (Triggering unit)'s spin animation
      • Unit Group - Pick every unit in CH_Group and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (((Real((Level of Hex (Team Killer) for (Triggering unit)))) x 25.00) + 75.00) damage of attack type Hero and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call DestroyGroup(udg_CH_Group)
      • Trigger - Turn off (This trigger)
      • Wait 0.60 game-time seconds
      • Trigger - Turn on (This trigger)
      • If (((Triggering unit) is alive) Equal to True) then do (Animation - Reset (Triggering unit)'s animation) else do (Do nothing)
Level 33
Mar 27, 2008
I think he wants to do a spin animation followed by stand animation and checks whether the unit is alive or not.
Well my friend, use the action "Animation - Queue Unit Animation" for this

Example Trigger:
  • Actions
    • Animation - Play (Triggering unit)'s spin animation
    • Animation - Queue (Triggering unit)'s stand animation
The trigger above will perform a stand animation for that unit AFTER he finishes the spin animation (doesn't needs a check condition too)
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