You could do just what wyrm suggested, but set the "Maximum Damage" field equal to the "Damage" field.
That way once it's hit the first unit, it has already reached the damage cap.
I know for a fact that works.
The issue here is getting the art to *Pewf* when it hits.
You would need the projectile to be a dummy unit with the FX model either attached to its origin or as the model itself.
Then detect when a unit that fits gets nearby, hit it, damage it, remove arrow, add FX, done. |