Lightning Effect Expiration

TheWarcraft

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I need a way of removing multiple lightning effects after a certain period of time. If there would be a way of putting an expirationt timer on a lightning effect that would be great. If what I am asking isn't clear to you I can try to clarify.
 

free_killing

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i think only way to remove em is wait x seconds.. destroy Lighting
I dont think there is an Expiration timer, like there is on units..
However i might be wrong..
 

Exide

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The best way would probably be by using local variables.
Unfortunately I don't have WE with me, so I can't help you with the code.
Try searching for 'local variable + lightning effects', or hope someone comes around and helps you.
 

TheWarcraft

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so basically I create a variable with an array and set my lightning effects on it? But how could I make it work so that people can cast at same time? Without creating a variable for every player.
 

Exide

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Here's the easiest way to do it:

Trigger:
  • Destroy Lightning
    • Events
    • Conditions
    • Actions
      • Custom script: local lightning l
      • Custom script: set l = udg_tempeffect
      • Custom script: call TriggerSleepAction(0.1)
      • Custom script: call DestroyLightning(l)
      • Custom script: set l = null


(Change TriggerSleepAction, for how long you want to wait before destroying the lightning.)

Trigger:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • //Actions..
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Triggering unit)) to target (Center of (Playable map area))
      • Set tempeffect = (Last created lightning effect)
      • Trigger - Run Destroy Lightning <gen> (ignoring conditions)
      • //Actions..


Do mind the point leaks.
 

T.s.e

Wish I was old and a little sentimental
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Or you could use this snippet:
JASS:
function l takes lightning l, real t returns nothing
    call TriggerSleepAction(t)
    call DestroyLightning(l)
endfunction

function LightningAddExpirationTimer takes lightning l, real t returns nothing
    call l.execute(l,t)
endfunction


Copy the whole thing, and paste it into your map's map header. (It's the map icon in the trigger editor, above all the folders) Then use it like this:
Trigger:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Triggering unit)) to target (Center of (Playable map area))
      • Custom script: call LightningAddExpirationTimer(bj_lastCreatedLightning, 2.5)

bj_lastCreatedLightning is the JASS-equvalient to Last Created Lightning Effect. You can replace the number 2.5 with anything you wish.
 

Exide

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T.s.e

Wish I was old and a little sentimental
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Argh, you're right. .execute is vJass only :/
I wonder if it still works without the thread created by .execute, let me check...
Edit: Well, it still worked, but I'm not quite sure on the MUI-ness. You'd better go with Exide's method. Or get NewGen.
 
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