this didn't help unfortunately.Remove the 'Mechanical' Unit Classification in the Object Editor. It looks like this: Stats - Unit Classification.
On Fire (Other) = 'Afir'
On Fire (Human) = 'Afih'
On Fire (Orc) = 'Afio'
On Fire (Undead) = 'Afiu'
On Fire (Night Elf) = 'Afin'
Oh, sorry. If what BloodSoul said does not work, remove the mechanical classification of the unit, then set 'Stats - Is a Building' to false. This removed the fire effect entirely, though.this didn't help unfortunately.
Yeah, that's way easier.Oh, sorry. If what BloodSoul said does not work, remove the mechanical classification of the unit, then set 'Stats - Is a Building' to false. This removed the fire effect entirely, though.
It needs to stay a building.Oh, sorry. If what BloodSoul said does not work, remove the mechanical classification of the unit, then set 'Stats - Is a Building' to false. This removed the fire effect entirely, though.
It's fine. I dont want it to catch fire.Yeah, that's way easier.
One more thing, you guys probably noticed it already, but I forgot to mention that removing On Fire ability from your structure will also remove the fire effect.
'Afih'
ability, orc buildings have 'Afio'
, and so on... Also, I checked a few neutral buildings (even naga ones), and noticed that On Fire (other) 'Afir'
is not being used. Instead, the human one is given to them. A test map has been attached to this post, and it displays which ability a building has as soon as the player red selects any unit.local unit u = GetTriggerUnit()
call UnitRemoveAbility(u, 'Afih')
call UnitRemoveAbility(u, 'Afio')
call UnitRemoveAbility(u, 'Afiu')
call UnitRemoveAbility(u, 'Afin')
call UnitRemoveAbility(u, 'Afir')
set u = null
is there a reason you store unit in a variable?Well, you're trying only to remove On Fire (other) from buildings, but depending on the race which the building belong to, it might have another ability. That is, human buildings have the'Afih'
ability, orc buildings have'Afio'
, and so on... Also, I checked a few neutral buildings (even naga ones), and noticed that On Fire (other)'Afir'
is not being used. Instead, the human one is given to them. A test map has been attached to this post, and it displays which ability a building has as soon as the player red selects any unit.
EDIT: If I were to do that, I would simply try to remove all of them at once - just to be sure about that as I do not know if there's any building that have the On Fire (other) ability.
JASS:local unit u = GetTriggerUnit() call UnitRemoveAbility(u, 'Afih') call UnitRemoveAbility(u, 'Afio') call UnitRemoveAbility(u, 'Afiu') call UnitRemoveAbility(u, 'Afin') call UnitRemoveAbility(u, 'Afir') set u = null
GetTriggerUnit()
) and return the same thing over and over again. However, you could simply ignore that step, because, for this example, the performance gain wouldn't be noticeable.