fine, what i meant is,
try casting the same spell at the same location 4x.
the first wave is okay, it works just fine,
but the second wave, it creates a damn lag, because they pick the same destructibles which is already dead, multiple times. within "100" of EQ_Loc[4].
picking at x,y? it just pick destructibles within 100 of a dummy killed with expiration timer.
wrong? is picking only living chunks wrong?
what happens when there is 4 rock chunks at the same location?
the first wave, the rock is killed, it works normally.
the second time, it picks the rock of the 2nd skill cast, and the "Dead" Rock from the first wave, causing the trigger to work "Twice".
and at the 4th time, the trigger run 4 times for all the "Dead" chunks. (Including the damage trigger when the rock is dead, it run 4x, coz it counts the dead chunks too.) get the logic?.
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Destructible - Pick every destructible within 100.00 of EQ_Loc[4] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to EQ_ChunkType
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Then - Actions
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Destructible - Kill (Picked destructible)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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EQ_CreateEffects Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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EQ_EffectGroundChuckDestroyed Not equal to <Empty String>
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Then - Actions
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Special Effect - Create a special effect at EQ_Loc[4] using EQ_EffectGroundChuckDestroyed
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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EQ_MakeDeformations Equal to True
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Then - Actions
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Environment - Create a 3.00 second Temporary crater deformation at EQ_Loc[4] with radius 70.00 and depth 45.00
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Environment - Stop (Last created terrain deformation) over 3.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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EQ_ChunksDoDamageAfterDeath Equal to True
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Then - Actions
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Set EQ_ChunkEnemyGroup = (Units within 100.00 of EQ_Loc[4] matching ((((Matching unit) belongs to an enemy of (Owner of (Dying unit))) Equal to True) and ((((Matching unit) is hidden) Equal to False) and (((Matching unit) is Magic Immune) Equal to False))))
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Unit Group - Pick every unit in EQ_ChunkEnemyGroup and do (Actions)
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Loop - Actions
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Unit - Cause (Dying unit) to damage (Picked unit), dealing EQ_ChunksDamage damage of attack type Spells and damage type Normal
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Custom script: call DestroyGroup(udg_EQ_ChunkEnemyGroup)
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Else - Actions
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Else - Actions
you should check if the destructible within 100 of EQ_Loc[4] is alive, what you did was just picking every Destructibles, of type rock chunks, within 100 range of the dying location of the dummy. don't tell me you don't know, that it picks "DEAD" Destructibles too, imagine the trigger running for the "DEAD" Destructibles, what would happen?. it would run the whole thing for the "DEAD" Variable existing in the same location too.
you can simply add another condition can't you? to fix this.
like this
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Destructible - Pick every destructible within 100.00 of EQ_Loc[4] and do (Actions)
-

Loop - Actions
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
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(Destructible-type of (Picked destructible)) Equal to EQ_ChunkType
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((Picked destructible) is alive) Equal to True
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Then - Actions
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Destructible - Kill (Picked destructible)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
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EQ_CreateEffects Equal to True
-





Then - Actions
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








EQ_EffectGroundChuckDestroyed Not equal to <Empty String>
-







Then - Actions
-








Special Effect - Create a special effect at EQ_Loc[4] using EQ_EffectGroundChuckDestroyed
-








Special Effect - Destroy (Last created special effect)
-







Else - Actions
-





Else - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






EQ_MakeDeformations Equal to True
-





Then - Actions
-






Environment - Create a 3.00 second Temporary crater deformation at EQ_Loc[4] with radius 70.00 and depth 45.00
-






Environment - Stop (Last created terrain deformation) over 3.00 seconds
-





Else - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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EQ_ChunksDoDamageAfterDeath Equal to True
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Then - Actions
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Set EQ_ChunkEnemyGroup = (Units within 100.00 of EQ_Loc[4] matching ((((Matching unit) belongs to an enemy of (Owner of (Dying unit))) Equal to True) and ((((Matching unit) is hidden) Equal to False) and (((Matching unit) is Magic Immune) Equal to False))))
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Unit Group - Pick every unit in EQ_ChunkEnemyGroup and do (Actions)
-







Loop - Actions
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Unit - Cause (Dying unit) to damage (Picked unit), dealing EQ_ChunksDamage damage of attack type Spells and damage type Normal
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Custom script: call DestroyGroup(udg_EQ_ChunkEnemyGroup)
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Else - Actions
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Else - Actions
then run the trigger, it works a lot better, look how much lag does it reduce.
and how much correction does it made. the spell now will not damage the unit 4x of the original chunks dead damage, when there is multiple "DEAD" Chunks around.
what happen when you stack more "DEAD" Destructibles? it damages the same unit with the total "Chunks damage x Total number of dead destructibles within 100 range within dying dummy positioin". isn't that crazy? it multiplies my 2nd wave damage each time i cast the spell on the same location !, i can use this "Glitch" To own the whole game.
if you don't agree with this, picking only "Alive" Chunks,
you should ve assigned each dummy to each chunks.
so that it only kills "Specific" Chunks when the "Specific" Dummy died.
If you still don't know what i am talking about, re-read every sentence i wrote.