| 12-26-2003, 09:47 PM | #1 |
Hi again! Thanks for the help before, but now i hit another dead-end. This spell is supposed to light fire whereever the caster runs, leaving a damaging fire trail. (i havent added the damage yet, i know :) Once again, i cant make the special effects go away when the spell is finished. I thought that i was putting them in the effect-arry "WalkEffects" as they were made, and then destroyed them in the final trigger, but obviously im not, because they're still on the map after the last trigger is run. Anyone tell me what im doing wrong? TRIGGER: Flamewalk start Events Unit - A unit Begins casting an ability Conditions (Triggering unit) Equal to Malfurion (Without Stag) 0000 <gen> (Ability being cast) Equal to Flamewalk Actions Set i = 1 Set WalkCaster = (Casting unit) Set WalkON = True Countdown Timer - Start WalkTimer as a One-shot timer that will expire in 10.00 seconds TRIGGER: Flamewalk running Events Time - Every 0.15 seconds of game time Conditions WalkON Equal to True Actions For each (Integer A) from 1 to 100, do (Actions) Loop - Actions Set WalkHit[i] = (Position of WalkCaster) Special Effect - Create a special effect at WalkHit[i] using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl Set WalkEffects[i] = (Last created special effect) Set i = (i + 1) Wait 2.50 game-time seconds TRIGGER: Flamewalk stop Events Time - WalkTimer expires Conditions Actions Special Effect - Destroy WalkEffects[i] Set WalkON = False |
| 12-26-2003, 11:40 PM | #2 |
From what I can see the last trigger only destroys one special effect not all the variables. Can you do like destroy WakeEffects[i] 1-100 or sumthin? I havent used the editor in a long time because I couldnt and now im back at it so i cant help too much sorry I will look into if I have time. |
| 12-26-2003, 11:55 PM | #3 |
As nemesis said: Add a For Loop and loop from 1-100 and destroy WalkEffects[For Loop Index A (or B)] |
| 12-27-2003, 07:49 AM | #4 |
Rar you guys rock! Thanks a bunch :D |
