Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
It's a hidden ability; you have to remove it via triggers, unfortunately. To be honest, there are 5 abilities in total that do the same thing, and they're called: "On Fire" - I believe it's because of different effects displayed for different races (e.g. Undead - green fire; Human - normal fire).
Raw ID:
JASS:
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.
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.
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.
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.
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.
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
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
In order to not call the same function (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.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.