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nope. the sound is played upon the start of an ability effect.
the trigger really is not more than this:
event
-a unit starts the effect of an ability
condition
-ability equal to "blah"
action
-set temp_point=position of casting unit
-play >sound< at temp_point with z-offset 25
-destroy last played sound
maybe its the instant after destroy action? >_< that would be embarassing...
Well ofcourse it doesn't play if it's destroyed right after started. Put the previously played sound in a Sound variable and destroy that, or place the 'Destroy sound' command before playing the new one.
tags. To use these, right click the name of your trigger in the right half of the Trigger Editor and choose 'Copy as Text'. Then paste that between the [TRIGGER] tags and you've got a understandable trigger posted here.
if you read the whole thing ... and i mean THE WHOLE THING all of those idontknowhowmanypages pages
later people say that sounds doesnt leak so dont destroy them... my map uses a lot of them and i had no problems with them. Coz once you have destroyed sound's original variable (the one you create in object editor while editing) the sound can no longer be played
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