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.