Easy and Quick help.

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Use a damage detection system to detect when a unit is about to take fatal damage (DamageEventAmount >= Life of DamageEventUnit), then make the unit invulnerable, paused, and add Locust.

Set the unit to a local variable and remove the unit after 2 minutes.

Note that you'll have to have a custom experience and bounty system, since units don't actually get killed.
 
Why not do as I said then just add a simple 'A Unit Dies / Dying unit Equal to Footman (e.g)' then do what you said (Set the unti local Variable and the rest)?

I'm not expert at Triggers... just had the idea and wondered if it will work.

Nope, doesn't work. The trick is that the unit must be technically "alive" until we remove it.

Anyway, attached is the testmap for any interested.
 

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