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[Solved] Unit Expiration Reset

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Level 11
Joined
Nov 15, 2007
Messages
781
Control Magic resets summoned timers to their original max duration, but AFAIK there's no way to increase it. Unfortunately it's very difficult to make replacing a unit seemless as it can be replaced in mid-animation, or while stunned, etc. I think the only other option would be using a custom summoned timer system, which has its own set of problems - mainly aesthetic.
 
Level 37
Joined
Aug 14, 2006
Messages
7,601
You can pause the timer.

I think Control Magic can reapply/reset the timer.
Control Magic resets summoned timers to their original max duration, but AFAIK there's no way to increase it. Unfortunately it's very difficult to make replacing a unit seemless as it can be replaced in mid-animation, or while stunned, etc. I think the only other option would be using a custom summoned timer system, which has its own set of problems - mainly aesthetic.
Hah. Control Magic is enough for me and it works. Wow.

Great job guys now I can continue making my new summon. :p
 
Level 6
Joined
Dec 21, 2011
Messages
237
Actualy yes.

[TRIGGER="wath to do?"]
Events
Time - Expire time is 2
Conditions
Actions
Unit - Add 60.00 seconf Generic expiration timer to (Foot man)
Trigger - Turn on (Do it) Trigger[/TRIGGER]

Then

[TRIGGER="Do it"]
Events
Time - Expire time is 30 second
Conditions
Actions
Unit - Add 60.00 second Generic expire time for (Foot man)[/TRIGGER]

That is it :)
 
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