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WE triggers won't detect root ability?

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  • Untitled Trigger 021
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(unroot))
        • Then - Actions
          • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
        • Else - Actions
This works (and leaks), but I wasn't able to catch the moment the unit begins to root.
 
This will remove the leaks

  • set Temp_point (position of (triggering unit))
  • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
  • Special Effect - Destroy (last created special effect)
  • Custom script - call RemoveLocation(udg_Temp_point)
so your thought is right :)
 
i would set the effect variable so you could use a wait on it so you can destroy it after the effect is finished playing. Also, use a trigger that shows the orders given to any unit in a string. Then you can see if there's a specific order when the ancient starts rooting. If no, i don't know any way of detecting the moment it starts to root.
 
Well, thinking outside the box, maybe if you remove the root ability and making a dummy (event-detectable) root ability and trigger all the effects you can detect it. Like a trigger that fires when the rooting unit comes near x distance of a goldmine checking conditions it automatically uses your dummy ability targeting the mine and by triggers you give the ancient the root ability and order it to root.
 
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