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Passive Raise Dead

08-17-2008, 01:28 PM#1
Manee
i made a trigger that creates a skeleton by chance after the necromancer kills a unit

Code:
Corpse Enslavement Mages
    Events
        Unit - A unit Dies
    Conditions
        (Level of Corpse Enslavement - Skeleton Mage  for (Attacking unit)) Equal to 1
        (Current research level of Corpse Enslavement - Skeleton Mages  for (Owner of (Attacking unit))) Equal to 1
        (Random integer number between 1 and 100) Less than or equal to 50
    Actions
        Set TempPoint = (Position of (Dying unit))
        Unit - Create 1 Skeletal Mage for (Owner of (Attacking unit)) at TempPoint facing Default building facing degrees
        Unit - Add a 30.00 second Raise Dead expiration timer to (Last created unit)
        Special Effect - Create a special effect at TempPoint using Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl

its not working though =/
so please tell me what's wrong (can't use dark ranger's ability coz the necromancer already has an orb effect ability)
08-17-2008, 01:33 PM#2
Alexander244
It should be Killing unit rather than Attacking unit.
08-17-2008, 03:06 PM#3
Themerion
You should clean up the location/point and the special effect. Look at any of Blizzard's maps for info on how to clean up special effects. Points are cleaned like this (last line):

Code:
Set TempPoint = (Position of (Dying unit))
Unit - Create 1 Skeletal Mage for (Owner of (Killing unit)) at TempPoint facing Default building facing degrees
Unit - Add a 30.00 second Raise Dead expiration timer to (Last created unit)
Special Effect - Create a special effect at TempPoint using Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl

Custom Script: call RemoveLocation(udg_TempPoint)