- Joined
- Mar 25, 2008
- Messages
- 2,955
Okay, here's the thing.
Now I know it leaks when the unit dies and so I have to index them and remove upon death, obviously.
Now do I have to add the special effects one by one to the unit and set the variables accordingly, or is there some nifty workaround?
Be it solely for a shorter trigger...
-
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Doom) and do (Actions)
-
Loop - Actions
- Unit - Set (Picked unit) acquisition range to 0.00
- Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
- Set tempeff = (Last created special effect)
- Custom script: call DestroyEffect(udg_tempeff)
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Special Effect - Create a special effect attached to the head of (Picked unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Special Effect - Create a special effect attached to the foot,left of (Picked unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
- Special Effect - Create a special effect attached to the foot,right of (Picked unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
-
Loop - Actions
Now I know it leaks when the unit dies and so I have to index them and remove upon death, obviously.
Now do I have to add the special effects one by one to the unit and set the variables accordingly, or is there some nifty workaround?
Be it solely for a shorter trigger...