Ok, here's the deal.
I have a trigger that runs every 0.5 seconds, counting the percentage life of my unit. In the same trigger, i have an action that adds an event in another trigger, which looks like this:
Trigger - Add to Trigger2 <gen> the event (Time - Every (1.16 x (HB_LifePercent[(Player number of (Player((Integer A))))] / 100.00)) seconds of game time)
As you can see, i cannot make a naked event in the other trigger to look like this, since the percent variable is an array, and events won't take arrays.
Now, in Trigger2 (where i give this custom event), i play a sound.
The sound though, won't be played one after another in a faster way (up to the percentage life of the unit), based off the seconds of the event, but it sounds on the previous one, making it sound the same even if the percent of life reaches 100% or 10%.
What it should do is like a heartbeat; when you are in a normal state, your heart beats every second. When you have run, your heart beats faster in a higher frequency. This is what i want; how to achieve such effect? And, if it is indeed a matter of leaking, destroying the sound means that i get no sound :/