Meteor Spell Problem

The Duff Man

New Member
Reaction score
1
Hello, Is there anything wrong with these triggers?

Code:
Space Meteor Land
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Space Meteor 
    Actions
        Unit - Create 1 Meteorite Land for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
        Set Space_Meteor_Unit[0] = (Last created unit)
        Unit Group - Add Space_Meteor_Unit[0] to Space_Meteor_Land_Group
        Unit Group - Pick every unit in Space_Meteor_Land_Group and do (Actions)
            Loop - Actions
                Set Space_Meteor_Fly_Height = ((Default flying height of (Picked unit)) - 1970.00)
                Animation - Change (Picked unit) flying height to Space_Meteor_Fly_Height at 2000.00
                Unit - Add a 1.00 second Generic expiration timer to (Picked unit)
                Unit - Order (Picked unit) to Move To ((Position of (Picked unit)) offset by 500.00 towards (Facing of (Picked unit)) degrees)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is Dead) Equal to True
                    Then - Actions
                        Unit - Create 1 Meteorite Waypoint/ Spell Dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing (Facing of (Picked unit)) degrees
                        Set Space_Meteor_Unit[2] = (Last created unit)
                        Unit - Add a 5.00 second Generic expiration timer to Space_Meteor_Unit[2]
                        Unit - Create 1 Meteorite for (Owner of (Triggering unit)) at (Position of Space_Meteor_Unit[2]) facing (Facing of Space_Meteor_Unit[2]) degrees
                        Set Space_Meteor_Unit[1] = (Last created unit)
                        Trigger - Turn on Space Meteor Move MUI <gen>
                        Trigger - Turn on Space Meteor Special Effect <gen>
                        Unit Group - Add Space_Meteor_Unit[1] to Space_Meteor_Group
                        Unit Group - Remove (Picked unit) from Space_Meteor_Group
                    Else - Actions

Code:
Space Meteor Move
    Events
        Time - Every 0.01 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in Space_Meteor_Group and do (Actions)
            Loop - Actions
                Set Space_Meteor_Periodic_Check[(Player number of (Owner of (Picked unit)))] = (Space_Meteor_Periodic_Check[(Player number of (Owner of (Picked unit)))] + 1)
                Set Space_Meteor_Unit_Point[0] = (Position of (Picked unit))
                Set Space_Meteor_Unit_Point[1] = (Space_Meteor_Unit_Point[0] offset by 5.00 towards (Facing of (Picked unit)) degrees)
                Unit - Move (Picked unit) instantly to Space_Meteor_Unit_Point[1]
                Unit - Add a 5.00 second Generic expiration timer to (Picked unit)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Space_Meteor_Periodic_Check[(Player number of (Owner of (Picked unit)))] Equal to 500
                    Then - Actions
                        Unit Group - Remove (Picked unit) from Space_Meteor_Group
                    Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in Space_Meteor_Group) Equal to 0
            Then - Actions
                Trigger - Turn off (This trigger)
            Else - Actions

The meteor is supposed to land first and roll like DotA's Invoker meteor but it seems to roll first and then land. Tnx in advance
 

manofsteel

New Member
Reaction score
36
You only check if it's dead once in the first trigger. Try adding another unitgroup to the 2nd trigger to check if the meteor is dead.
 
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