| 04-17-2007, 02:42 PM | #1 | |||
This Spell is supposed to be a Eye-Candy version for a Sprint Ability...(with ...but the created Special Effects dont disappear...but stay forever... hmm
it should look like this: but it looks like this: |
| 04-17-2007, 03:15 PM | #2 |
You can't have waits in timer actions. |
| 04-17-2007, 03:15 PM | #3 |
I recommend using a loop that calls Vex's AddAreaDamageForUnitLoc function from Caster System. Although I've tried doing that with this kind of "fire trail" ability, and it has bugs <_< some weren't removed. |
| 04-17-2007, 05:31 PM | #4 | ||
Quote:
Damn ... why ?? another failure:
then i will have to use a dummy unit with timed life again -.- |
| 04-17-2007, 05:57 PM | #5 |
It's still the same thread. What you can do is: JASS:function TimedEffectDestruction takes nothing returns nothing set local effect e = udg_Effect call PolledWait(5.) call RemoveLocation(e) set e = null endfunction ... //inside your timer callback set udg_Effect = FX call ExecuteFunc("TimedEffectDestruction") //carry on ... |
| 04-17-2007, 06:13 PM | #6 | |
what will be faster ?? ExecuteFunc or the use of dummy units:
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| 04-17-2007, 06:21 PM | #7 |
How do you propose to clean the effect off the dummy units? |
| 04-17-2007, 06:30 PM | #8 |
Timed Life ...?!?! JASS://... call UnitApplyTimedLife(Flames , 'BTLF' , FS_TraceLength()) //... EDIT: lol i just realized ...our avatars are quite similar ^^ |
| 04-17-2007, 06:39 PM | #9 | |
Quote:
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| 04-17-2007, 06:43 PM | #10 |
hum ...why do i have to remove any effect ?? the effect disappears when ...the unit is removed ... |
| 04-17-2007, 06:52 PM | #11 |
The visual part disappears, yes. But the effect leaks if not destroyed. |
| 04-17-2007, 08:54 PM | #12 |
Indeed ...i will use ExecuteFunc now :D thx .. |
