So I made a fairly simple custom spell called Sabotage that allows a specific unit-type, the Scout, to cast on a Supply Crate to set it on fire. I used the Rejuvenation skill as a base and changed its stats accordingly. The burning special effect that is supposed to envelop the Supply Crate wouldn't work for some reason so I attempted to use a trigger to do that.
This works fine, except there's a slight problem. Whenever another Scout uses the same Sabotage ability before the previous Sabotage ability finishes destroying a Supply Crate, it will leave an irremovable flame special effect on the ground. I believe it has something to do with the game detecting the latest special effect being the most recent and therefore ignores the special effect placed beforehand. Could anyone help me fix this problem?
This works fine, except there's a slight problem. Whenever another Scout uses the same Sabotage ability before the previous Sabotage ability finishes destroying a Supply Crate, it will leave an irremovable flame special effect on the ground. I believe it has something to do with the game detecting the latest special effect being the most recent and therefore ignores the special effect placed beforehand. Could anyone help me fix this problem?