Do you know how to remove the ping attached to a creature once it's killed?
So I have two leviathans on the map, when one is killed, the ping is till there at the location it died. When the second leviathan is killed finally, one of ping disappears and the recent one that died ping is remaining. So as this trigger repeats itself and as leviathans die, pings start to accumulate which is annoying. How do I make it so that the ping disappears per each creature it's attached on dies? Thx.
My bad, I put this thread in Data which this problem is not really related to data, so i just wrote a new one in trigger.
I remember a campaign mission in HotS you could take a look at.
It has a series of battlecruisers that come attack you and some scourge nests that destroy them, I don't have starcraft installed on this pc or I would check for you.
Anyhow there might be some insight into how it's done there. As the battlecruisers approach I remember them pinging the minimap and it goes away when they are destroyed.
I don't remember the exact code for it on hand, but there is also a "destroy ping" action.
If I remember right it would go something like this:
This is what I have, I'm not sure how to finish it, how do I connect the ping to my leviathans which is part of a different trigger?? What does a triggering unit mean? Cause it's not connected with any unit in this trigger, or is it? Sorry I 'm confused.
Alright, home now.
So I made a new Action and picked Destroy Ping
I then changed the "Last Created Ping" to "Ping Stored For Unit". You'll find it on the list of functions once you click last created ping.
From there it should automatically have triggering unit written in.
My trigger turned out like this. I also added a Unit Type of Unit condition to check that the dying unit is a leviathan.
I believe this trigger will work. I've previously ran into problems using the any unit dies event though with longer triggers or ones with waits. Sometimes it's trying to reference a unit that has already had it's actor destroyed and the unit no longer exists and so the trigger fails. If that happens to you I would try using the Unit - Any Unit takes Fatal Any damage (from Any effects) event instead of any unit dies one. Fatal damage seems to trigger a bit earlier then death in the order of things.
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Do you know how to remove the ping attached to a creature once it's killed?
So I have two leviathans on the map, when one is killed, the ping is till there at the location it died. When the second leviathan is killed finally, one of ping disappears and the recent one that died ping is remaining. So as this trigger repeats itself and as leviathans die, pings start to accumulate which is annoying. How do I make it so that the ping disappears per each creature it's attached on dies? Thx.
My bad, I put this thread in Data which this problem is not really related to data, so i just wrote a new one in trigger.
I remember a campaign mission in HotS you could take a look at. It has a series of battlecruisers that come attack you and some scourge nests that destroy them, I don't have starcraft installed on this pc or I would check for you. Anyhow there might be some insight into how it's done there. As the battlecruisers approach I remember them pinging the minimap and it goes away when they are destroyed.
I don't remember the exact code for it on hand, but there is also a "destroy ping" action. If I remember right it would go something like this:
A little bit of a generic trigger but it might work for you.
This is what I have, I'm not sure how to finish it, how do I connect the ping to my leviathans which is part of a different trigger?? What does a triggering unit mean? Cause it's not connected with any unit in this trigger, or is it? Sorry I 'm confused.
Alright, home now. So I made a new Action and picked Destroy Ping I then changed the "Last Created Ping" to "Ping Stored For Unit". You'll find it on the list of functions once you click last created ping. From there it should automatically have triggering unit written in. My trigger turned out like this. I also added a Unit Type of Unit condition to check that the dying unit is a leviathan.
I believe this trigger will work. I've previously ran into problems using the any unit dies event though with longer triggers or ones with waits. Sometimes it's trying to reference a unit that has already had it's actor destroyed and the unit no longer exists and so the trigger fails. If that happens to you I would try using the Unit - Any Unit takes Fatal Any damage (from Any effects) event instead of any unit dies one. Fatal damage seems to trigger a bit earlier then death in the order of things.