AaronPwner
Member
- Reaction score
- 0
I can't seem to figure this out or find any help anywhere. I've tried a bunch of things. I want to make it so that after a special effect is placed on the random unit selected in the Unit Group "UndeadUG" it is removed a short time later.
This is what I have so far.
BurnBabyBurn
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Set IntA1 = 1
Unit Group - Pick every unit in UndeadUG and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Percentage life of (Picked unit)) - 1.00)%
Special Effect - Create a special effect attached to the chest of (Picked unit) using Environment\LargeBuildingFire\LargeBuildingFire2.mdl
Game - Display to (All players) the text: (String(IntA1))
Set FireSE[IntA1] = (Last created special effect)
Game - Display to (All players) the text: (String(IntA1))
Set IntA1 = (IntA1 + 1)
Game - Display to (All players) the text: (String(IntA1))
Sound - Play RainOfFireTarget1 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
Sound - Play RainOfFireTarget2 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
For each (Integer IntA2) from 1 to (IntA1 + 1), do (Actions)
Loop - Actions
Special Effect - Destroy FireSE[IntA2]
I've already tried Integer A, so I tried using a custom var, but this still didn't work.
EDIT: SOLVED.
BurnBabyBurn
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Set IntA1 = 1
Unit Group - Pick every unit in UndeadUG and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Percentage life of (Picked unit)) - 1.00)%
Special Effect - Create a special effect attached to the origin of (Picked unit) using Environment\UndeadBuildingFire\UndeadLargeBuildingFire1.mdl
Set FireSE[IntA1] = (Last created special effect)
Set IntA1 = (IntA1 + 1)
Sound - Play RainOfFireTarget1 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
Sound - Play RainOfFireTarget2 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
Wait 0.50 seconds
For each (Integer IntA2) from 1 to (IntA1 - 1), do (Actions)
Loop - Actions
Special Effect - Destroy FireSE[IntA2]
This is what I have so far.
BurnBabyBurn
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Set IntA1 = 1
Unit Group - Pick every unit in UndeadUG and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Percentage life of (Picked unit)) - 1.00)%
Special Effect - Create a special effect attached to the chest of (Picked unit) using Environment\LargeBuildingFire\LargeBuildingFire2.mdl
Game - Display to (All players) the text: (String(IntA1))
Set FireSE[IntA1] = (Last created special effect)
Game - Display to (All players) the text: (String(IntA1))
Set IntA1 = (IntA1 + 1)
Game - Display to (All players) the text: (String(IntA1))
Sound - Play RainOfFireTarget1 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
Sound - Play RainOfFireTarget2 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
For each (Integer IntA2) from 1 to (IntA1 + 1), do (Actions)
Loop - Actions
Special Effect - Destroy FireSE[IntA2]
I've already tried Integer A, so I tried using a custom var, but this still didn't work.
EDIT: SOLVED.
BurnBabyBurn
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Set IntA1 = 1
Unit Group - Pick every unit in UndeadUG and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Percentage life of (Picked unit)) - 1.00)%
Special Effect - Create a special effect attached to the origin of (Picked unit) using Environment\UndeadBuildingFire\UndeadLargeBuildingFire1.mdl
Set FireSE[IntA1] = (Last created special effect)
Set IntA1 = (IntA1 + 1)
Sound - Play RainOfFireTarget1 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
Sound - Play RainOfFireTarget2 <gen> at 100.00% volume, attached to (Random unit from UndeadUG)
Wait 0.50 seconds
For each (Integer IntA2) from 1 to (IntA1 - 1), do (Actions)
Loop - Actions
Special Effect - Destroy FireSE[IntA2]