well u gotta do 2 triggers kinda long ones... to do so... first is your special effects... you gotta make your own timing for them coz normal special effects got random timing in seconds and u should add all the stuff in variables if it is an effect then do own variable for each effect if its fire units then add them all to one unit group ... then u gotta do like
Event: 0.01 second of game passed
*If it is units*
Actions: -pick every unit in *unit group* and do "reset unit animation"
-Wait "animating time", *if u want u can make a longer animation by reseting unit animation again and waiting for more "animation time"* ok after that place a variable of killing before waiting like "Set boolean variable "Unit killing on fires" = yes"
and another for killing each unit who is in that area
when animation started playing like "kill all units in "area on fire"" then "wait" till animation stops and do set ""Unit killing on fires" = no"
then "wait" as much time as needed to let dodgers pass and do "Trigger - Run this trigger" it will look like that
then make another trigger and use your "Unit killing on fire" variable.
First Trigger will look like this
Event: 0.01 Seconds of game time expired
Conditions:
Actions
ick every unit in "on fire zone" and do kill "picked unit"
-Set "Fire on" variable = yes
-Pick every unit in "FireUnitGroup" and do
Reset Picked unit animation
-wait 0.5 seconds
-Reset Picked unit animation
-wait 0.5 seconds
-Reset Picked unit animation
-wait 0.5 seconds
-set "Fire on" varibale = no
-Play Picked unit "death" animation
-wait 2 seconds
-Run "this trigger"
and another trigger about killing those who enter area of special effect:
Event: Unit enteres "fire rect"
Unit enteres "fire rect2"
Unit enteres "fire rect3"
etc
Conditions: "fire on" variable = yes
Entering unit = unit owned by an ally of player 1(red)
Actions: Kill entering unit
well you should fix time depending on animations u chose