Don't look at the names of units or abilities, those don't matter
So here is my problem:
Every one second it should check if the "enforcer" has a buff, if he does, it should display a visual effect at his weapon, if not it should remove it. But it doesn't remove my sfx.. And I don't know what I do wrong.. Could someone please guide me to the right direction, thanks!
(Also, there is this weird splashing animation because I remove it every one second, maybe a solution to that would also be nice, but I can probably find a work-around for this myself)
Thanks in advance as always!
The trigger:
trigger for whoever is interested.
So here is my problem:
Every one second it should check if the "enforcer" has a buff, if he does, it should display a visual effect at his weapon, if not it should remove it. But it doesn't remove my sfx.. And I don't know what I do wrong.. Could someone please guide me to the right direction, thanks!
(Also, there is this weird splashing animation because I remove it every one second, maybe a solution to that would also be nice, but I can probably find a work-around for this myself)
Thanks in advance as always!
The trigger:
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Loop1s
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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Custom script: local unit udg_hasBuff
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Unit Group - Pick every unit in (Units of type Enforcer) and do (Actions)
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Loop - Actions
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Set hasBuff = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(hasBuff has buff Burning Strike ) Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the weapon of hasBuff using Abilities\Weapons\ChimaeraAcidMissile\ChimaeraAcidMissile.mdl
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Else - Actions
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Custom script: call DestroyEffect(AddSpecialEffectTarget("Abilities\\Weapons\\ChimaeraAcidMissile\\ChimaeraAcidMissile.mdl",udg_hasBuff,"weapon"))
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trigger for whoever is interested.
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Loop1s
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Burning Strike
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Actions
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Custom script: local unit udg_hasBuff
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Unit Group - Pick every unit in (Units of type Enforcer) and do (Actions)
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Loop - Actions
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Set hasBuff = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Level of Bash (dummy1) for hasBuff) Equal to 1
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(Level of Bash (dummy2) for hasBuff) Equal to 1
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(Level of Bash (dummy3) for hasBuff) Equal to 1
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Then - Actions
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Special Effect - Create a special effect attached to the weapon of hasBuff using Abilities\Weapons\ChimaeraAcidMissile\ChimaeraAcidMissile.mdl
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Set newSFX[(Player number of (Owner of hasBuff))] = (Last created special effect)
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Else - Actions
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