Naminator
Coming Back To Life
- Reaction score
- 76
I'm not sure what can happen if the wait is at the loop, maybe each lightning getting destroyed per time?
Better I leave it as it is.
I'm not sure what can happen if the wait is at the loop, maybe each lightning getting destroyed per time?
Better I leave it as it is.![]()
Only the lightning part. The parts where you use the dummy variables you can use the loop without problems![]()
You can change before the wait.
Unit - Remove Four Skulls buff from FS_Target
Okay Naminator, you have 2 choices:
Remove the lightning effects and use loop to set the offset and the dummy variables and orders. Remove all waits. Put Unpause FS_Target in Four Skulls Damage after you put this line (after the Unit Group action) in that trigger:
Code:Unit - Remove Four Skulls buff from FS_Target
Your trigger will be a lot easier to read and (I believe) MUI.
OR
Keep with your normal trigger, non-MUI, hard to read with a bunch of same actions.
Choose wisely
PS: I just made a check in Penetration Skull triggers. Why are you turning off Penetration Skull Action twice?
You can make local lightning effects...
Code:Custom script: local lightning array MyLightning For each (Integer A) from 1 to 5 do (Actions) Loop - Actions Lightning - Create a Chain Lightning - Primary lightning effect from source (Random point in (Playable Map Area)) to target (Center of (Playable map area)) Set TempLightning = Last Created Lightning Effect Custom script: set MyLightning[bj_forLoopIndexA] = udg_TempLightning Wait 2.00 game-time seconds For each (Integer A) from 1 to 5 do (Actions) Loop - Actions Custom script: udg_TempLightning = MyLightning[bj_forLoopIndexA] Lightning - Destroy TempLightning Custom script: set MyLightning[bj_forLoopIndexA] = null
The above works perfectly fine for creating 5 local lightning effects, and you never have to use anything in the custom scripts besides setting variables.
Looks cool.