Hi! I've been trying to remove the special effects that was created in a unit group (create special effect for (picked unit) ). I used loop(Integer A) but only one effect was removed and the other units still has the special effect. I'm not really sure on how to use loops or something I just thought that it might work and since it doesn't I decided to get help here.
Here is the trigger:
Thanks
Here is the trigger:
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SoulBurnactivate
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Soul Burn
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Actions
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Set Doomguard[1] = (Triggering unit)
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Set SoulBurnTargetLoc = (Target point of ability being cast)
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Custom script: call TriggerSleepAction(0.02)
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Set SoulBurnUnitGroup = (Units within 300.00 of SoulBurnTargetLoc matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Doomguard[1])) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit
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Set SoulBurnUnitCount = (Number of units in SoulBurnUnitGroup)
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Unit Group - Pick every unit in SoulBurnUnitGroup and do (Actions)
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Loop - Actions
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Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Doom\DoomTarget.mdl
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For each (Integer A) from 1 to SoulBurnUnitCount, do (Actions)
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Loop - Actions
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Set SoulBurnsfx[(Integer A)] = (Last created special effect)
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Custom script: call TriggerSleepAction(5.00)
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For each (Integer A) from 1 to SoulBurnUnitCount, do (Actions)
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Loop - Actions
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Special Effect - Destroy SoulBurnsfx[(Integer A)]
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Custom script: call DestroyGroup(udg_SoulBurnUnitGroup)
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Custom script: call RemoveLocation(udg_SoulBurnTargetLoc)
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