Fixing Special Effects

lol misunderstood what you meant by whole :D

Code:
Event
Unit - A unit dies

Conditions
  Or - Any (Conditions) are true
   Conditions
    (Unit-type of (Triggering unit)) Equal to Magma Elemental (Fire 1)
    (Unit-type of (Triggering unit)) Equal to Magma Elemental (Fire 2)
    (Unit-type of (Triggering unit)) Equal to Magma Elemental (Fire 3)
    (Unit-type of (Triggering unit)) Equal to Magma Elemental (Fire 4)
    (Unit-type of (Triggering unit)) Equal to Magma Elemental (Fire 5)
    (Unit-type of (Triggering unit)) Equal to Magma Lord (Fire 6)
    (Unit-type of (Triggering unit)) Equal to Phoenix

Actions
Set AllUnits = (Units within 800.00 of (Triggering unit))
Unit Group - Pick every unit AllUnits and do (Actions)
   Loop - Actions
      If (All conditions are True) then do (The Actions) else do (Else Actions)
            If - Conditions
                (Owner of (Picked Unit)) Equal to Player 11
                (Picked Unit) is Alive
            Then Actions:
                Unit - Cause (Triggering Unit) to damage (Picked Unit), dealing ((Random percentage) x 60.00) damage of attack type Spells and damage type Fire.
                Custom Script:   local effect udg_effect
                Special Effect - Create a special effect at (Position of (Triggering unit)) using <animation>
                Set Effect = (Last created special effect)
                Wait - 2.00 seconds
                Special Effect - Destroy effect
            Else Actions:
                Do Nothing

Also the variable name is "effect" now so I don't need to redo 14 triggers :)

Edit: DiePos is a variable which remembers the position of the dead unit.

Wait...something is missing here...

Edit2: Widened the trigger, because it has errors and doesn't work as intended, or in other words hits all enemies in the map, not around the dead unit. Pff took me for ever to write that.

Edit3: Removed the variable which uses the DiePos. It messes up the other triggers.
 
I did it a while ago and replied... either way still the same problem.

Edit: I updated the trigger.
 
Code:
Set AllUnits = (Units within 800.00 of (Triggering unit))
Unit Group - Pick every unit AllUnits and do (Actions)

That's where the units are picked. Either way it highlights the " local effect udg_effect" BTW is there a spacing requirement for the front of the script? Or do I just type it in?
 
The problem with local globals is that you can't use them in triggers that woul require additional functions, and the "Pick every units in group" GUI-function uses the "ForGroup()" JASS-function which requires an additional function.
 
Woot worked!

Map open for beta testing tonight ^^ Will post in the map forums. Thanks thanks thanks! :thup::thup::thup: :D:D:D
 
Great it crashed again -_-'

I am out of ideas. Will make due without fancy animations (but then what was the point of this entire thread? o_O)

Release day...sometime soon. Have work to do on my revival system and on figuring out what the hell makes the game crash now.
 
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