That event can be very abused, since the unit only needs to start it's attack animation for this event to fire...
I suggest you use these trigger to prevent this:
Trigger:
Aggressive Swings Event
Events
Map initialization
Conditions
Actions
Set Temp_Group = (Units in (Playable map area) matching (((Matching unit) is A structure) Not equal to True))
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
Trigger - Add to Flame Strike <gen> the event (Unit - (Picked unit) Takes damage)
Custom script: call DestroyGroup(udg_Temp_Group)
and
Trigger:
Aggressive Swings Event 2
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is A structure) Not equal to True
Actions
Trigger - Add to Flame Strike <gen> the event (Unit - (Triggering unit) Takes damage)
Fire Blastos
Why do you use both this:
Trigger:
Custom script: set bj_wantDestroyGroup = true
and this:
Trigger:
Custom script: call DestroyGroup(udg_FB_Group)
??
Remove the first one
Chaos Line
Here:
Trigger:
If ((Level of Chaos Line for (Casting unit)) Equal to 1) then do (Unit - Add a 1.00 second Generic expiration timer to (Last created unit)) else do (Do nothing)
Instead of using 4 "If"s, why not just use the level right there, like:
Trigger:
Unit - Add a (0.50 + ((Real((Level of Chaos Line for Red_Line_Caster))) x 0.50)) second Generic expiration timer to (Last created unit)
And, you need to learn to use the Unit variables you set...
Use "Red_Line_Caster" instead of all (Casting unit)
And same for the periodic trigger, use "Red_Line_Line" instead of (Picked unit) :thup:
Meteor
You also posted two ex's of Meteor Damage spell XD
And here you use (Triggering unit)
1. As i said, the unit only has to be ordered and the attack animation only has to start for it to "trigger the trigger" meaning that if you start attacking, and quickly move away the trigger will still fire, but the unit is not really attack
5. Doesn't matter, you should still stick to either (Triggering unit) or (Dying unit)
1 if the enemy attack so if they want to start an attack then stop its their loss but not the owner of the unit with the passive. 5 sory misunderstood ill make it trigger unit
Another issue I'm learning is that a lot of the air quality sensors don't work at very high ambient temperatures. I'm planning on heating this enclosure to like 60C or so, and that's the upper limit of their functionality
Although I don't know if I need to actually actively heat it or just let the plate and hotend bring the ambient temp to whatever it will, but even then I need to figure out an exfiltration for hot air. I think I kind of know what to do but it's still fucking confusing
I don't think I'm dealing with quite the same pressures though, at the very least its a significantly smaller system. For the time being I'm just going to put together a quick scrubby box though and hope it works good enough to not make my house toxic
I do know this - xenforo dropped the ball by not keeping the vbulletin reputation comments as a feature. The loss of the Reputation comments data when we switched to Xenforo really was the death knell for the site when it came to all the users that left. I know I missed it so much and I got way less interested in the site when that feature was gone and I run the site.