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Well, you set the position of the casting unit in a variable, then you create a dummy unit with the model of the hero, facing the facing angle of the caster and every 0.04 seconds you set an integer to Integer1 = Integer1 + 1. Then, in the periodic trigger, Animation - Change the vertex coloring of (Your dummy) to (100%, 100%, 100%) and Integer1% Transparency. If Integer1 Equal to 100, Then Turn off (this trigger) and set Integer1 = 0.
or you can add it a shadow meld ability or something that makes them invisible automatically, set the time you want and make it owned by neutral passive so you cant see it while invisible... then make a trigger with a timer that expires in the amount of time you want (the time it takes the unit to became invisible) and then remove the unit
but perhaps make it invisible via triggers is better
Animation - Change Unit1's vertex coloring to (100.00%, 100.00%, 100.00%) with Real1% transparency
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Real1 Equal to 100.00
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Base the ability off Channel (Or the blink itself, but without the "Move unit action"), create a dummy unit of your hero, with the Locust and Invulnerable abilities and Pathing - Collision Size to 0. Then, create it at the position of the caster.
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Level of MarkAbility for (Matching unit)) Greater than or Equal to 1))
If - Conditions
(Custom value of (Picked unit)) equal to 100
Then - Actions
Unit - Set custom value of (Picked unit) to ((Set custom value of (Picked unit)) + 5)
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with (Real(custom value of (Picked unit)))% transparency
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Else - Actions
Base the ability off Channel (Or the blink itself, but without the "Move unit action"), create a dummy unit of your hero, with the Locust and Invulnerable abilities and Pathing - Collision Size to 0. Then, create it at the position of the caster.
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