how do i make a special effect happen on a specific unit type not a specific unit when that unit is trained? i got it to happen on a specific unit that was there from the start of the game but never found a way to make it do unit types after it is trained. please help. thx .
I'm no trigger genius, so this probly wont work but try something like this: EVENTS: a unit is trained CONDITIONS: (triggering unit) equal to [unit type] ACTIONS: [run special effect] on (triggering unit)
Events Unit - A unit Finishes training a unit Conditions (Unit-type of (Trained unit)) Equal to [Your Unit Type] Actions Special Effect - Create a special effect attached to the overhead of (Trained unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Events Unit - A unit unit enters (everywhere) Conditions (Unit-type of (entering unit)) Equal to [Your Unit Type] Actions Special Effect - Create a special effect attached to the overhead of (Entering Unit) using (art model file)[/quote]
Yea, DarkShadows answer is alot better. Sopho, yours has to many bugs it could run into... like at map initiation if you have units placed already it wont count for them entering the region, so it would mess everything up.
That won't be the problem, simply add one more event and condition for that...
Edit: I will edit the trigger above in some hours
Edit: OK, though there doesn't exist any event like "Unit - A unit is replaced", you'll need to add the special-effect in the replace-trigger.
e.g.
Actions Unit - Replace (Triggering unit) with a [Unit] using The old unit's relative life and mana Special Effect - Create a special effect attached to the overhead of (Last replaced unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Even better, just run at Map Initialization a trigger that picks every unit on the playable map area and checks if they are of the unit type that you want and attaches the special effect (I'm not at home so I can't test this, but it should work).[/code]