So i need this kind of system:
If Item is dropped, it will be automatically destroyed after 7 seconds if not picked.
Here's what i've done so far:
If Item is dropped, it will be automatically destroyed after 7 seconds if not picked.
Here's what i've done so far:
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Murgul Scout Drop
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Triggering unit)) Equal to Mur'gul Scout
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Actions
- Set TempLoc = (Position of (Triggering unit))
- Item - Create Skull Shield at TempLoc
- Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Center of (Playable map area)) facing Default building facing degrees
- Unit - Add a 7.00 second Generic expiration timer to (Last created unit)
- Hashtable - Save Handle Of(Triggering unit) as 0 of (Key (Last created unit)) in Hash
- Hashtable - Save Handle Of(Last created item) as 1 of (Key (Last created unit)) in Hash
- Custom script: call RemoveLocation(udg_TempLoc)
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Events
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Destroy Items
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Triggering unit)) Equal to Dummy
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Actions
- Set LoadUnit = (Load 0 of (Key (Triggering unit)) in Hash)
- Set LoadItem = (Load 1 of (Key (Triggering unit)) in Hash)
- Set TempLoc = (Position of LoadItem)
- Item - Remove LoadItem
- Special Effect - Create a special effect at TempLoc using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
- Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in Hash
- Custom script: call RemoveLocation(udg_TempLoc)
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Events