Triiger issue generic timer.

CysticCraze

New Member
Reaction score
12
Code:
ItemSet1
    Events
        Unit - A unit Dies
    Conditions
    Actions
        Set RandomInteger1 = (Random integer number between 1 and 100)
        Unit - Create 1 Loot for Player 1 (Red) at ((Position of (Dying unit)) offset by (0.00, 0.00)) facing Default building facing degrees
        Unit - Add a 45.00 second Generic expiration timer to (Last created unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                RandomInteger1 Less than or equal to 5
            Then - Actions
                Hero - Create Worn Sword and give it to (Last created unit)
            Else - Actions
                Hero - Create Copper and give it to (Last created unit)

So why exactly does this make it so...
1. Whe you kill a unit the generic time resets on all the units.
2. When one of the units expires all the others reset.

And heres an offtopic question.
3. How do I make it so the items in these units inventory's are destroyed after there time is up?

.... no one?
 

Fluffball

Well-Known Member
Reaction score
35
1. Whe you kill a unit the generic time resets on all the units.
Is there any (Last Created Unit)? Maybe it defaultly sets all units to (Last Created Unit)?

2. When one of the units expires all the others reset.
Maybe linked to 1.

3. How do I make it so the items in these units inventory's are destroyed after there time is up?

Make an Integer loop from 1 to 6, Destroying item in slot (Integer A)
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
Reaction score
91
-> remove items in slot
this is how you trigger it
Code:
Untitled Trigger 001
    Events
        Unit - A unit Dies
    Conditions
    Actions
        For each (Integer A) from 1 to 6, do (Actions)
            Loop - Actions
                Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
EDIT
for number 1
try this,
Code:
Untitled Trigger 001
    Events
        Unit - A unit Dies
    Conditions
    Actions
        Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
        Set Unit = (Last created unit)
        Unit - Add a 45.00 second Generic expiration timer to Unit
        Set Unit = No unit
then do the rest of the trigger you wantd
 

CysticCraze

New Member
Reaction score
12
I dont understand part 2, yourface, can you explain what its doing? And what variables i need, thanks for the help both of you, really :)
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
Reaction score
91
hmm im not sure if my method would work but what I'm doing is setting a variable, using it, then setting the variable to nothing
so instead of
order last created unit
i would do
order the specific unit you want(which is the variable)
then i set the variable to nothing
so it wouldn't affect other "last created units"


Unit is a Unit Variable
 

CysticCraze

New Member
Reaction score
12
I understand but that sounds alot more complicated than you made it look =P.

Alot of triggers like this have "call custom script = *****" Do I need that? Or can i work strictly off this?
 
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