My World Editor isn't working fine today

Klein~

TH.net Regular
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0
FrostBolt Master

Events
Unit - A unit Starts the effect of an ability

Conditions
(Ability being cast) Equal to Frost Bolt[Master]

Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl

For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Unit - Create 1 (Dummy) for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 200.00 towards (60.00 x (Real((Integer A)))) degrees) facing Default building facing degrees
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Unit - Add Frost Bolt to (Last created unit)
Unit - Set level of Frost Bolt for (Last created unit) to 1
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
Unit - Remove (Last created unit) from the game
Special Effect - Destroy (Last created special effect)
Wait 0.20 seconds


Special Effect - Destroy (Last created special effect)


The red lines aren't working. HELP?
 

Slapshot136

Divide et impera
Reaction score
471
can you put it in wc3 tags?

and you are destroying the unit as soon as you create it, same with the special effect - try adding an expiration timer to the unit of say .5 seconds instead of removing them instantly - for the special effect, its a bit more complicated, you need to save them in a variable and remove them later
 

TheLegend

New Member
Reaction score
10
hmmm i cant see any mistake, maybe point error, try making a variable location and set its value to the one you want, offsets sometimes dont work
 

Klein~

TH.net Regular
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0
hmmm i cant see any mistake, maybe point error, try making a variable location and set its value to the one you want, offsets sometimes dont work

I thought of trying that but I was waiting for some answers here. OK I'm gonna try.
 

Klein~

TH.net Regular
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0
can you put it in wc3 tags?

and you are destroying the unit as soon as you create it, same with the special effect - try adding an expiration timer to the unit of say .5 seconds instead of removing them instantly - for the special effect, its a bit more complicated, you need to save them in a variable and remove them later

How do I put it in wc3 tags? :(
 

Klein~

TH.net Regular
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0
[.wc3] YOUR TRIGGER HERE [./wc3] (just remove the dots)

Thanks.

Trigger:
  • FrostBolt Master
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Frost Bolt[Master]
    • Actions
      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Unit - Create 1 (Dummy) for (Triggering player) at ((Position of (Triggering unit)) offset by 200.00 towards (60.00 x (Real((Integer A)))) degrees) facing (60.00 x (Real((Integer A)))) degrees
          • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
          • Unit - Add Frost Bolt to (Last created unit)
          • Unit - Set level of Frost Bolt for (Last created unit) to 1
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
          • Unit - Remove (Last created unit) from the game
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.20 seconds
      • Special Effect - Destroy (Last created special effect)
 

PurgeandFire

zxcvmkgdfg
Reaction score
509
The main problem is this line:
Trigger:
  • Unit - Remove (Last created unit) from the game


If you do that, then you remove the dummy unit before he can get the cast off. ;) You should instead apply an expiration timer as that will ensure that the storm bolt gets cast.
Trigger:
  • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)


There are a few other problems with your code in terms of MUI and leaking, but what I just explained should fix the trigger's immediate problem.
 

Klein~

TH.net Regular
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0
The main problem is this line:
Trigger:
  • Unit - Remove (Last created unit) from the game


If you do that, then you remove the dummy unit before he can get the cast off. ;) You should instead apply an expiration timer as that will ensure that the storm bolt gets cast.
Trigger:
  • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)


There are a few other problems with your code in terms of MUI and leaking, but what I just explained should fix the trigger's immediate problem.

for some reason even the effects aren't working like I thought meaning the dummies isn't being created. I'll try and update you, thanks.
 

Klein~

TH.net Regular
Reaction score
0
Worked but I'm having problem with interger.... They don't work! ...

Trigger:
  • Impale Master
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Impale[Master]
    • Actions
      • Set ImpaleAngle = (36.00 x (Real((Integer B))))
      • For each (Integer B) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create 1 (Dummy) for (Triggering player) at ((Target point of ability being cast) offset by 50.00 towards ImpaleAngle degrees) facing ImpaleAngle degrees
          • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Impale to (Last created unit)
          • Unit - Set level of Impale for (Last created unit) to 1
          • Unit - Order (Last created unit) to Undead Crypt Lord - Impale ((Position of (Last created unit)) offset by 10.00 towards (Facing of (Last created unit)) degrees)


... -.-
 

Evil Seal

Member
Reaction score
2
Now it looks like this:
Trigger:
  • Impale Master
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Impale[Master]
    • Actions
    • Set ImpaleAngle = (36.00 x (Real((Integer B))))
    • For each (Integer B) from 1 to 10, do (Actions)
    • Loop - Actions
    • Unit - Create 1 (Dummy) for (Triggering player) at ((Target point of ability being cast) offset by 50.00 towards ImpaleAngle degrees) facing ImpaleAngle degrees
    • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Impale to (Last created unit)
    • Unit - Set level of Impale for (Last created unit) to 1
    • Unit - Order (Last created unit) to Undead Crypt Lord - Impale ((Position of (Last created unit)) offset by 10.00 towards (Facing of (Last created unit)) degrees)


The
Trigger:
  • Set ImpaleAngle = (36.00 x (Real((Integer B))))
should be in the For each integer B. So it should look like this i belive:

Trigger:
  • Impale Master
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Impale[Master]
    • Actions
    • For each (Integer B) from 1 to 10, do (Actions)
    • Loop - Actions
    • Set ImpaleAngle = (36.00 x (Real((Integer B))))
    • Unit - Create 1 (Dummy) for (Triggering player) at ((Target point of ability being cast) offset by 50.00 towards ImpaleAngle degrees) facing ImpaleAngle degrees
    • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Impale to (Last created unit)
    • Unit - Set level of Impale for (Last created unit) to 1
    • Unit - Order (Last created unit) to Undead Crypt Lord - Impale ((Position of (Last created unit)) offset by 10.00 towards (Facing of (Last created unit)) degrees)


BTW you could try changing the Create 1 (Dummy) for (Triggering Player) too (Owner of Triggering Unit)
 

Klein~

TH.net Regular
Reaction score
0
Now it looks like this:
Trigger:
  • Impale Master
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Impale[Master]
    • Actions
    • Set ImpaleAngle = (36.00 x (Real((Integer B))))
    • For each (Integer B) from 1 to 10, do (Actions)
    • Loop - Actions
    • Unit - Create 1 (Dummy) for (Triggering player) at ((Target point of ability being cast) offset by 50.00 towards ImpaleAngle degrees) facing ImpaleAngle degrees
    • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Impale to (Last created unit)
    • Unit - Set level of Impale for (Last created unit) to 1
    • Unit - Order (Last created unit) to Undead Crypt Lord - Impale ((Position of (Last created unit)) offset by 10.00 towards (Facing of (Last created unit)) degrees)


The
Trigger:
  • Set ImpaleAngle = (36.00 x (Real((Integer B))))
should be in the For each integer B. So it should look like this i belive:

Trigger:
  • Impale Master
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Impale[Master]
    • Actions
    • For each (Integer B) from 1 to 10, do (Actions)
    • Loop - Actions
    • Set ImpaleAngle = (36.00 x (Real((Integer B))))
    • Unit - Create 1 (Dummy) for (Triggering player) at ((Target point of ability being cast) offset by 50.00 towards ImpaleAngle degrees) facing ImpaleAngle degrees
    • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Impale to (Last created unit)
    • Unit - Set level of Impale for (Last created unit) to 1
    • Unit - Order (Last created unit) to Undead Crypt Lord - Impale ((Position of (Last created unit)) offset by 10.00 towards (Facing of (Last created unit)) degrees)


BTW you could try changing the Create 1 (Dummy) for (Triggering Player) too (Owner of Triggering Unit)


Worked fine, thanks.
 
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