Yes, trigger 2 seems to have no point, unless you ment "recharge time". Even then, it would not work, becuase Arcus' don't have a special attack whatsoever.
Only a handful of special attacks can be created through triggers, and they are nowhere near as effective if they are done through modding. A jump attack is possible, but it would be more so teleporting then jumping, and he'd be teleported to a predefined location.
But, a few special attacks may be done. You could have your arcus shoot 5 arrows for 2 seconds as a special attack, and then 15 seconds later, he'd do it agian.
To do this, you'd have two triggers:
Trigger_1: Active, Run immediatly
Timer: 15
Effect: Modify Protunit: archer atlantean/
archer atlantean hero
Num Projectiles: 4 (arcus' start with 1 projectile)
Effect: Fire trigger 2
Basically, 15 seconds into the game, every arcus (or arcus hero) on the map will fire 5 arrows
Trigger_2
Condition: timer 2
Effect: Modify proto unit: archer atlantean/
archer atlantean hero
Num projectiles -4
Fire Event Trigger 1
Special attack bonus ends, first trigger is activated, and 15 seconds later, the special attack will begin agian.
You can change the 'recharge time' and length of the special attack however you want, just by changing the number entered into the timer. Furthermore, you could have the special attack activated by typing in text, using the 'Chat Contains' condition. You can use this method for many other special attacks (increased speed, increased damage, temporary bonus versus myth units, increased health, etc.), or you could have your unit, change temporarly into another unit, using the effect 'change unit type' instead of modify protounit.
Cavuy | Writer, Graphic & Web Designer
ex-Modder and Scenario Designer | Legacy
Member since May 5th, 2003