- Joined
- May 20, 2009
- Messages
- 822
Well, I have most of the trigger done but there are two problems.
1. I'm guessing this is because of the graphic I use, but when it is killed it scars the map with a graphic. It can be walked through, and it does nothing but scar the map.
2. When I use the Queue Animation action, it waits 'till about 2 seconds after the unit is created to actually play the animation.
Is there possibly something like Hyper Triggers like in SC1 that can fix some of these problems?
Edit: The force fields do go away, but they last a very long time.
1. I'm guessing this is because of the graphic I use, but when it is killed it scars the map with a graphic. It can be walked through, and it does nothing but scar the map.
2. When I use the Queue Animation action, it waits 'till about 2 seconds after the unit is created to actually play the animation.
-
PlayerCastsForceShield
-
Events
- Unit - A unit owned by Player 1 (Red) Begins casting an ability
-
Conditions
- (Ability being cast) Equal to Force Shield
-
Actions
- -------- Make Force Field --------
- Unit - Create 1 Force Shield for Player 1 (Red) at (Target point of ability being cast) facing Default building facing degrees
- Unit - Make (Last created unit) Invulnerable
- Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
- -------- Pretty Up --------
- Sound - Play Sentry_ForceFieldLaunch <gen>
- Animation - Queue (Last created unit)'s birth animation
- Animation - Queue (Last created unit)'s stand animation
- -------- Check --------
-
Events
Is there possibly something like Hyper Triggers like in SC1 that can fix some of these problems?
Edit: The force fields do go away, but they last a very long time.
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