1> You have to make ten events, that's it.. You don't need to make 10 triggers for each event...
2> Wait, do you mean, it creates multiple Spider Mines at one time? Then yes, we can fix that. If not, it is not possible in my knowledge (in GUI).
If creating multiple spider mines then use these actions
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Actions
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For each (Integer A) from 1 to (Level of (Ability) for (Casting Unit)
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Loop - Actions
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Set Point = (Position of (Casting Unit))
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Unit - Create 1 SPIDER GUY for (Owner of (Casting Unit)) at Point facing Default facing degrees
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Set SpiderGuy[Integer A] = (Last Created Unit)
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Custom Script: call RemoveLocation(udg_Point)
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Unit - Add a 30.00 second Generic Expiration Timer for SpiderGuy[1]
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Unit - Add a 30.00 second Generic Expiration Timer for SpiderGuy[2]
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Unit - Add a 30.00 second Generic Expiration Timer for SpiderGuy[3]
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Unit - Add a 30.00 second Generic Expiration Timer for SpiderGuy[4]
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Wait 3.00 second
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Unit - Order SpiderGuy[1] to Undead Crypt Fiend - Burrow
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Unit - Order SpiderGuy[2] to Undead Crypt Fiend - Burrow
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Unit - Order SpiderGuy[3] to Undead Crypt Fiend - Burrow
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Unit - Order SpiderGuy[4] to Undead Crypt Fiend - Burrow
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Trigger - Turn On - Attack - SpiderGuy
Also in the Attacking Trigger
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Events
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Unit - A unit comes within 200 for SpiderGuy[1]
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Conditions
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Actions
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Trigger - Turn Off (this trigger)
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Set SGLoc[1] = (Position of (SpiderGuy[1]))
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Set Victim[1] = (Units within 200 of SGLoc[1] matching (((Matching unit) belong to an enemy of (Owner of (SpiderGuy[1]))) Equal to True)
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Custom Script: call RemoveLocation(udg_SGLoc[1])
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Unit - Order SpiderGuy[1] to Undead Crypt Fiend - Burrow
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Wait 1.00 seconds
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Unit Group - Pick Every Unit in (Victim[1]) and do (Unit - Order SpiderGuy[1] to Attack (Picked Unit))
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Wait 6.00 seconds
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Unit - Order SpiderGuy[1] to Undead Crypt Fiend - Burrow
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Wait 1.00 seconds
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Custom Script: call DestroyGroup(udg_Victim[1])
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Trigger - Turn On (this trigger)
In here, you have to create 1 trigger for every unit created by changing the arrays of the variables. Remember the first trigger will create 1 x Level of ability Spider Mines..
In that triggers, there is 4 levels.
3> In the conditions, put
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Conditions
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Or (Any Conditions are true)
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(Unit type of (Triggering Unit)) Equal to Spider Mine
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(Unit type of (Triggering Unit)) Equal to Spider Mine (Burrowed)
The Spider Mine does morph into another unit, right? If not then change the conditions to the variable, not the unit name..