THE_X
New Member
- Reaction score
- 49
ok so im making a diffrent type of blink strike, i was watching Jumper, and when the one guy charges after Samual L. Jackson while jumping to make the blowback more effective was pretty cool so i decided to make a spell out of it.
its odd because the spell works sometimes, and the sometimes it does not work right. when it does not work it just wont do anything at all, heres what i got
ok so when it blinks it blinks to the angle of 0 and i dont know why!!! i should be just fine!, the ability is based off of channel and it blinks 10 times, and when it hits a unit or blinks 10 times he stops casting. and sometimes it just wont do anything at all, but when it does blink it blinks to angle 0 and it works other than that
its odd because the spell works sometimes, and the sometimes it does not work right. when it does not work it just wont do anything at all, heres what i got
Code:
Start Blink Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blink Strike
Actions
Set Point[1] = (Position of (Picked unit))
Set Point[2] = (Target point of ability being cast)
Set Blink_Strike_Angle[(Custom value of (Triggering unit))] = (Angle from Point[1] to Point[2])
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Code:
Start Blink Strike 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Blink Strike
Actions
Set Blink_Strike_Jumps[(Custom value of (Triggering unit))] = 0
Code:
Blink Strike Move
Events
Time - Every 0.35 seconds of game time
Conditions
Actions
Set Group[1] = (Units in (Entire map) matching ((Current order of (Matching unit)) Equal to (Order(autoharvestgold))))
Unit Group - Pick every unit in Group[1] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Jumper
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Blink_Strike_Jumps[(Custom value of (Picked unit))] Greater than or equal to 10
Then - Actions
Unit - Order (Picked unit) to Stop
Else - Actions
Set Unit[1] = (Picked unit)
Set Point[1] = (Position of (Picked unit))
Set Point[2] = (Point[1] offset by 150.00 towards Blink_Strike_Angle[(Custom value of (Picked unit))] degrees)
Set Group[2] = (Units within 100.00 of Point[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Unit[1])) Equal to True) and (((Matching unit) is A ground uni
Unit - Move (Picked unit) instantly to Point[2], facing Blink_Strike_Angle[(Custom value of (Picked unit))] degrees
Special Effect - Create a special effect at Point[2] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Set Blink_Strike_Jumps[(Custom value of (Picked unit))] = (Blink_Strike_Jumps[(Custom value of (Picked unit))] + 1)
Unit Group - Pick every unit in Group[2] and do (Actions)
Loop - Actions
Unit - Cause Unit[1] to damage (Picked unit), dealing (5.00 + (10.00 x ((Real((Level of Blink Strike for Unit[1]))) x (Real(Blink_Strike_Jumps[(Custom value of Unit[1])]))))) damage of attack type Spells and damage type Normal
Unit - Create 1 Dummy for (Owner of Unit[1]) at Point[2] facing Default building facing degrees
Unit - Add Blink Strike Stun to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Less than 1
Then - Actions
Set MUI = (MUI + 1)
Unit - Set the custom value of (Picked unit) to MUI
Else - Actions
Set Point[3] = (Position of (Picked unit))
Set Slide_Angle[(Custom value of (Picked unit))] = (Angle from Point[2] to Point[3])
Custom script: call RemoveLocation (udg_Point[3])
Custom script: call DestroyGroup (udg_Group[2])
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Set Unit[1] = No unit
Else - Actions
Custom script: call DestroyGroup (udg_Group[1])
ok so when it blinks it blinks to the angle of 0 and i dont know why!!! i should be just fine!, the ability is based off of channel and it blinks 10 times, and when it hits a unit or blinks 10 times he stops casting. and sometimes it just wont do anything at all, but when it does blink it blinks to angle 0 and it works other than that