HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Removing Expiration Timers

12-04-2008, 07:28 PM#1
ShadowWolf
Is it possible to remove expiration timers added to units through triggers? Right now I'm using a workaround by replacing the unit with an identical one, but carrying over all the possible orders from the original unit to the replacing unit is proving to be a pain in the ass, especially since I can't get the game to sense when a unit is ordered to build. Any ideas?
12-04-2008, 07:37 PM#2
cohadar
Collapse JASS:
call UnitRemoveAbility(whichUnit, 'BTLF')
12-05-2008, 12:29 AM#3
ShadowWolf
Erhm, that codeline removes/kills the unit. :O

I need to unit alive. :/
12-05-2008, 01:05 AM#4
Zerzax
Then don't use an expiration timer, use a regular timer that kills the unit after a certain amount of time, and if you need to "save" the unit just pause that timer.
12-05-2008, 01:15 AM#5
Pyrogasm
If you really need the bar, you could make the unit a hero and use the Experience bar to act as an expiration timer.
12-05-2008, 04:41 AM#6
ShadowWolf
I don't need the bar, I just preferred the expiration timer because its a lot simpler and requires less triggering. If it isn't possible to remove it, then yes I will use a different method.