| 10-07-2006, 03:50 PM | #1 |
Ok, I have here's my trigger. Many have probably seen similair versions, because I keep posting it because the map i make it in is always lost for various reasons and it never likes to work. This one makes flames but doesn't destroy them. JASS:function Conditions_Flame_Stomp takes nothing returns boolean return GetSpellAbilityId() == 'A000' endfunction function Flames takes nothing returns nothing local real x = GetUnitX(GetTriggerUnit()) local real y = GetUnitY(GetTriggerUnit()) local effect array SFX local integer i = 1 //This creates flames in a clockwise order starting from the right side of the caster (This cannot be seen in-game) set SFX[1] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x+300, y+0) set SFX[2] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x+300, y+300) set SFX[3] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x+0, y+300) set SFX[4] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x-300, y+300) set SFX[5] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x-300, y+0) set SFX[6] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x-300, y-300) set SFX[7] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x+0, y-300) set SFX[8] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x+300, y-300) set SFX[9] = AddSpecialEffect("Doodads\\Cinematic\\TownBurningFireEmitter\\TownBurningFireEmitter.mdl", x, y) call PolledWait(2.0) loop exitwhen i == 10 call DestroyEffect(SFX[i]) set i = i+1 set SFX[i] = null endloop endfunction |
| 10-07-2006, 04:36 PM | #2 |
You are nulling the Effect before destroying it... JASS:loop exitwhen i == 10 call DestroyEffect(SFX[i]) set SFX[i] = null set i = i+1 endloop |
| 10-07-2006, 04:48 PM | #3 |
Well I see one issue. the variable i is changed before the null, so it nulls the wrong one. |
| 10-07-2006, 05:40 PM | #4 |
No, you null the variable before you destroy it, which means that the arguement of the DestroyEffect is always null, which means it does not work and your effects will persist until heaven falls onto our head. |
