Hello it's Pekisa7. The first question is about units spawning twice and how to prevent it. I have already asked this question but when I was working with timers I accidentally ruined the already working trigger for the special units like fazalak , ras fleasheater and drakuru to not spawn twice. I have set it in the trigger to be like ras fleasheater = last created unit in another trigger where he acually spawns too and so forth. It acually spawned one unit but for the others two. The trigger where I put all the special units as last created unit worked but now it doesen't . For the other question. How do I make ghost units that I made transparent not leave corspes by using tirggers. I have set for the units that you can build to be can't raised does not decay. But for the ghost units I can't figure out how for them not to leave a corpse upon dying. Can you guys help me with this? Id be gratefull. Best regards from Pekisa7. Here are the triggers:
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Set Reinforcmance
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Events
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Conditions
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Actions
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Set FazalaktheWebber = (Last created unit)
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Set RasFlesheater = (Last created unit)
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Raise Dead 07
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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 Raise Dead
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Actions
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Set RaiseUnitType = (Unit-type of (Target unit of ability being cast))
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Set RaiseUnitPoint = (Position of (Target unit of ability being cast))
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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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RaiseUnitType Equal to Villager (Wakable)
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Then - Actions
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Unit - Create 1 Zombie for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Else - Actions
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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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RaiseUnitType Equal to Villager (Walkable)
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Then - Actions
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Unit - Create 1 Zombie for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Else - Actions
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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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RaiseUnitType Equal to Villager (Walkable)
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Then - Actions
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Unit - Create 1 Zombie for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Else - Actions
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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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RaiseUnitType Equal to Villager (Walkable)
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Then - Actions
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Unit - Create 1 Zombie for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Else - Actions
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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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RaiseUnitType Equal to Villager (Walkable)
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Then - Actions
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Unit - Create 1 Zombie for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Else - Actions
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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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RaiseUnitType Equal to Hawkstrider
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Then - Actions
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Unit - Create 1 Hawkstrider for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Unit - Set Name of (Last created unit) to Spectral Hawkstrider
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Unit - Add classification of Undead to (Last created unit)
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Unit - Resume corpse decay for (Last created unit)
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Else - Actions
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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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RaiseUnitType Equal to Shal Lightbinder
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Then - Actions
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Unit - Create 1 Shal Darkbinder (Undead) for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Else - Actions
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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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RaiseUnitType Equal to Granis The Protector
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Then - Actions
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Unit - Create 1 Granis The Protector (Undead) for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Else - Actions
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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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RaiseUnitType Equal to Pit Lord
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Then - Actions
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Unit - Create 1 Pit Lord for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Unit - Set Name of (Last created unit) to Spectral Pit Lord
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Unit - Add classification of Undead to (Last created unit)
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Unit - Resume corpse decay for (Last created unit)
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Else - Actions
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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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RaiseUnitType Equal to Dreadlord
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Then - Actions
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Unit - Create 1 Dreadlord for Player 4 (Purple) at RaiseUnitPoint facing Default building facing degrees
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Unit - Set Name of (Last created unit) to Spectral DreadLord
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Unit - Add classification of Undead to (Last created unit)
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Set RaiseSummon = (Last created unit)
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Animation - Play RaiseSummon's birth animation
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Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
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Animation - Queue RaiseSummon's stand animation
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
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Unit - Resume corpse decay for (Last created unit)
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Else - Actions
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Custom script: call RemoveLocation( udg_RaiseUnitPoint )
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