Nudl9
New Member
- Reaction score
- 13
I believe my brain is sleeping, because im not able to find the problem.
In the second trigger the dmg and knockback only works for 1 unit (this is the problem) and the dmg seems a bit random.
The spell is a grenade launcher
Trigger 1 (Fire Trigger)
The grenade stops when hitting a cliff or the ground and detonate 0.35 seconds after and killing the grenade. If hitting a unit the detonation is intant.
Trigger 2 (Nade Unit dies)
The trigger might be messy since i've tried multiple ways to look after whats wrong.
Additional info about the grenade:
Abilities: Locust and Invulnerability, Death Time: 0.01, Flying Unit, Combat - Target as: <empty>, no movement speed, no collision size.
In the second trigger the dmg and knockback only works for 1 unit (this is the problem) and the dmg seems a bit random.
The spell is a grenade launcher
Trigger 1 (Fire Trigger)
Code:
Fire Grenade Launcher
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Grenade Launcher
Actions
Set TempPoint1 = (Position of (Triggering unit))
Set TempPoint2 = (Target point of ability being cast)
Set TempPoint3 = (TempPoint1 offset by 50.00 towards (Angle from TempPoint1 to TempPoint2) degrees)
-------- --------
Sound - Play BoatAttack1 <gen> at 100.00% volume, located at TempPoint3 with Z offset 0.00
-------- --------
Unit - Create 1 Grenade Launcher Projectile for (Owner of (Triggering unit)) at TempPoint3 facing (Angle from TempPoint1 to TempPoint2) degrees
Unit - Set the custom value of (Last created unit) to 40
Unit Group - Add (Last created unit) to BulletGroup
Animation - Change (Last created unit)'s animation speed to 300.00% of its original speed
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
-------- --------
Unit - Create 1 Shooting Light for (Owner of (Triggering unit)) at TempPoint3 facing 0.00 degrees
Unit - Add a 0.09 second Generic expiration timer to (Last created unit)
-------- --------
Custom script: call RemoveLocation(udg_TempPoint1)
Custom script: call RemoveLocation(udg_TempPoint2)
Custom script: call RemoveLocation(udg_TempPoint3)
Set Real1 = 0.00
Trigger - Turn on BulletGroup <gen>
The grenade stops when hitting a cliff or the ground and detonate 0.35 seconds after and killing the grenade. If hitting a unit the detonation is intant.
Trigger 2 (Nade Unit dies)
Code:
Nade Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Grenade Launcher Projectile
Actions
Animation - Change (Triggering unit)'s animation speed to 0.01% of its original speed
Set TempPoint1 = (Position of (Triggering unit))
-------- --------
Unit - Create 1 Shooting Light for (Owner of (Triggering unit)) at TempPoint1 facing 0.00 degrees
Unit - Add a 0.09 second Generic expiration timer to (Last created unit)
-------- --------
Special Effect - Create a special effect at TempPoint1 using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
-------- --------
Set TempGroup = (Units within 180.00 of TempPoint1 matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Rifleman)))
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Set TempPoint2 = (Position of (Picked unit))
Set Real1 = (180.00 - (Distance between TempPoint1 and TempPoint2))
Custom script: call RemoveLocation(udg_TempPoint2)
Set Real2 = (Real1 / 2.50)
-------- --------
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Real2 + 15.00) damage of attack type Chaos and damage type Normal
-------- --------
-------- --------
-------- --------
-------- --------
Set KBA_Caster = (Triggering unit)
Set KBA_TargetUnit = (Picked unit)
Set KBA_StartingPosition = TempPoint1
Set KBA_Level = 1
Set KBA_Speed = 20.00
Set KBA_DistancePerLevel = (Real2 + 30.00)
Set KBA_DestroyTrees = False
Trigger - Run Start Knockback <gen> (checking conditions)
-------- --------
-------- --------
-------- --------
Set Real1 = 0.00
Set Real2 = 0.00
Custom script: call RemoveLocation(udg_TempPoint1)
Custom script: call DestroyGroup(udg_TempGroup)
Additional info about the grenade:
Abilities: Locust and Invulnerability, Death Time: 0.01, Flying Unit, Combat - Target as: <empty>, no movement speed, no collision size.