No conditions required. One caveat about the instant destroy, though: the animation that's played is the effect's death animation. For many things this works just fine, but if you (for example, I know it's dumb) used the footman.mdl it would show a dying footman.
This actually helped me more than it seems, thanks a lot.That is the normal event of your trigger. It will always run when ever a unit dies.
Or change the event, or add Conditions to the trigger (like checking for "UnitType" of "(TriggeringUnt)"), or change the event.
Yeah, figured that out. Though i decided to make custom zombies spawning from specific units, this also avoids spawning zombies from mechanical and flying units.You need a condition checking for the unit-type of the unit not being Zombie, or you're going to have Zombies spawning out of Zombies.
Other conditions could be added to prevent that. Such as checking unit classification.this also avoids spawning zombies from mechanical and flying units
I think those units are known as summoned so are vulnerable to dispel and purge. Additionally they will poof on death rather than playing normal death animations.What about the ability of hydras which can spawn units upon death?