The first thing I want to say is, excuse me for my English)) This trigger.
Unit - Any Unit uses MyHero - Rend at Effect3 - Cast stage (Ignore shared abilities) Local Variables TARGET = No Unit <Unit> CASTER = No Unit <Unit> Integer = 0 <Integer> Conditions Actions Variable - Set CASTER = (Triggering unit) Variable - Set TARGET = (Triggering ability target unit) General - For each integer Integer from 1 to 12 with increment 1, do (Actions) Actions Unit - Set CASTER Energy to ((Integer((CASTER Energy (Current)))) + 5) General - Wait 1.0 Real Time seconds Environment - Deal damage using My map - Rend DoT on TARGET from CASTER with 15.0 extra damage
1 . The problem is when I use the Action "Damage unit (from unit)"
If CASTER dies, but I have a periodic damage trigger should go on, damage is NOT INFLICTED!.
2. If you solve this problem, then I will need to track the killer of the unit (even if it is dead)
P.S I hope you understand me with such a bad English)
It's just a guess, but if the caster dies during the loop (for eatch int from 1 to 12 with wait 1 sec, so it lasts 12 seconds), the variable you set as caster becomes "No unit" or "Empty" because its dead, therefore the action that deal damage to unit from unit, there is no "from unit".
I would probably try using behaviors in such a way that when the unit attacks, it applies a periodic behavior that deal damage. Then if the target dies from the behavior, i think you might be able to get the caster of the behavior, dead or alive.
But the best would be to explain a little bit further what you wish to accomplish with this trigger so anyone can provide the best solution in your situation.
Add a decay time (death time? unsure of name) to the casting unit in the data editor. What is happening is that the unit is being removed from the game and so cannot deal any more damage. A trigger alternative solution might be to change the effect origin to be from the triggering player instead of a specific unit.
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The first thing I want to say is, excuse me for my English))
This trigger.
Unit - Any Unit uses MyHero - Rend at Effect3 - Cast stage (Ignore shared abilities)
Local Variables
TARGET = No Unit <Unit>
CASTER = No Unit <Unit>
Integer = 0 <Integer>
Conditions
Actions
Variable - Set CASTER = (Triggering unit)
Variable - Set TARGET = (Triggering ability target unit)
General - For each integer Integer from 1 to 12 with increment 1, do (Actions)
Actions
Unit - Set CASTER Energy to ((Integer((CASTER Energy (Current)))) + 5)
General - Wait 1.0 Real Time seconds
Environment - Deal damage using My map - Rend DoT on TARGET from CASTER with 15.0 extra damage
1 . The problem is when I use the Action "Damage unit (from unit)" If CASTER dies, but I have a periodic damage trigger should go on, damage is NOT INFLICTED!.
2. If you solve this problem, then I will need to track the killer of the unit (even if it is dead)
P.S I hope you understand me with such a bad English)
It's just a guess, but if the caster dies during the loop (for eatch int from 1 to 12 with wait 1 sec, so it lasts 12 seconds), the variable you set as caster becomes "No unit" or "Empty" because its dead, therefore the action that deal damage to unit from unit, there is no "from unit".
I would probably try using behaviors in such a way that when the unit attacks, it applies a periodic behavior that deal damage. Then if the target dies from the behavior, i think you might be able to get the caster of the behavior, dead or alive.
But the best would be to explain a little bit further what you wish to accomplish with this trigger so anyone can provide the best solution in your situation.
Working on projects:
Add a decay time (death time? unsure of name) to the casting unit in the data editor. What is happening is that the unit is being removed from the game and so cannot deal any more damage. A trigger alternative solution might be to change the effect origin to be from the triggering player instead of a specific unit.