needsthehelp
New Member
- Reaction score
- 6
-Removed
events: skip
conditions: skip
set EffectCount = 0
Unit Group - Pick every unit in (Units of type Footman) and do (Actions)
Loop - Actions <--- AVOID LOOP thx
If (All Conditions are True) then do (Then Actions) else do (ElseActions)
If - Conditions
(Unit-type of (picked unit)) Equal to Footman
Then - Actions
Set EffectCount = EffectCount + 1
Special Effect - Create special effect (Picked unit) "effect"
set Effect[EffectCount] = Last created special effect
Else - Actions
Wait 1.00 seconds
For each integerA from 1 to EffectCount do Actions
Loop -Actions
Special Effect - Destroy Effect[integerA]
Problem:
Its picking every "unit" meaning more than 1 so also creating multiple effects
Its an effect that still appears on the map until it is destroyed, such as trigger "destroy - special effect"
Destroy special effect <---- Only destroys 1 of the effects
What to fix: How do can I make this so it destroys all effects for all picked units?
Special Effect Destruction
Events
Conditions
Actions
Custom script: local effect tempEffect
Custom script: set tempEffect = udg_SpecialFX
Custom script: call PolledWait( 5.00 )
Custom script: set udg_SpecialFX = tempEffect
Custom script: call DestroyEffect( udg_SpecialFX )
function Trig_Special_Effect_Destruction_Actions takes nothing returns nothing
local effect tempEffect
set tempEffect = udg_SpecialFX
call PolledWait( 5.00 )
set udg_SpecialFX = tempEffect
call DestroyEffect( udg_SpecialFX )
endfunction
//===========================================================================
function InitTrig_Special_Effect_Destruction takes nothing returns nothing
local trigger gg_trg_Special_Effect_Destruction = CreateTrigger( )
call DisableTrigger( gg_trg_Special_Effect_Destruction )
call TriggerAddAction( gg_trg_Special_Effect_Destruction, function Trig_Special_Effect_Destruction_Actions )
endfunction
!example trigger!
events: skip
conditions: skip
set EffectCount = 0
Unit Group - Pick every unit in (Units of type Footman) and do (Actions)
Loop - Actions <--- AVOID LOOP thx
If (All Conditions are True) then do (Then Actions) else do (ElseActions)
If - Conditions
(Unit-type of (picked unit)) Equal to Footman
Then - Actions
Special Effect - Create special effect (Picked unit) "effect"
[COLOR="Red"]Set SpecialFX = (Last created special effect)
Trigger - Run Special Effect Destruction <gen> (ignoring conditions)[/COLOR]
Else - Actions