Trigger causes disconnect (again)

Firezy

New Member
Reaction score
14
Trigger:
  • Sentinel
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Attacked unit) Equal to Collector 0020 <gen>
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • b_sentinel[(Player number of (Owner of (Attacking unit)))] Equal to False
        • Then - Actions
          • Set b_sentinel[(Player number of (Owner of (Attacking unit)))] = True
          • Quest - Create a Optional quest titled Art of the Hunt with the description The Collector reque..., using icon path ReplaceableTextures\WorldEditUI\Editor-Force.blp
          • Set quests[1] = (Last created quest)
          • Set pg_sent = (Player group((Owner of (Attacking unit))))
          • Quest - Disable (Last created quest)
          • Custom script: if GetLocalPlayer() == GetOwningPlayer(GetAttacker()) then
          • Special Effect - Destroy SE[1]
          • Special Effect - Create a special effect attached to the overhead of (Attacked unit) using Objects\RandomObject\RandomObject.mdl
          • Set SE_En[1] = (Last created special effect)
          • Quest - Display to pg_sent the Quest Update message: |cFFFFCC00A new que...
          • Quest - Enable (Last created quest)
          • Custom script: endif
          • Trigger - Turn on Sentinel1 <gen>
          • Custom script: call DestroyForce (udg_pg_sent)
        • Else - Actions


With SE[1] being a special effect array set on map initialization
 

Azlier

Old World Ghost
Reaction score
461
You can't create, destroy, or in some cases modify handles within a GetLocalPlayer() block.

A special effect is a handle.

JASS:
type effect extends handle
 

Firezy

New Member
Reaction score
14
So is there a way I can destroy the special effect over the unit & re-set it for my quest for the player who recieved it?
 
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