nope : O
id just make the stun last for 0.01 and remove the buff or whatever
nope : O
id just make the stun last for 0.01 and remove the buff or whatever
thats why i put 'nope' first
Infernal stun doesnt stun air since it does hit them. So why not just make it not hit any units?
Trigger only the damage part
unit casts spell
spell being cast is inferno stun
Use unit damage area around SpellTargetLoc
wait why not this?
Unit - Cause (casting unit) to damage circular area after DELAY seconds of radius (AOE of spell) at (SpellTargetLoc), dealing DAMAGE damage of attack type Spells and damage type Normal
Ya I understood, and I did go ahead and trigger it.
There's a little more to the spell so it was more like a half hour fix
Begin with making the aoe of the Inferno spell very small (not 0 or you won't be able to see where you target it). Then use this trigger:
Trigger:
- Inferno Damage
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Inferno
- Actions
- Set InfernoPoint = (Target point of ability being cast)
- Wait 1.00 seconds
- Set InfernoGroup = (Units within 600.00 of InfernoPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((Matching unit) Not equal to (Triggering unit)))))
- Unit Group - Pick every unit in InfernoGroup and do (Actions)
- Loop - Actions
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing 100.00 damage of attack type Hero and damage type Universal
- Custom script: call RemoveLocation(udg_InfernoPoint)
- Custom script: call DestroyGroup(udg_InfernoGroup)
1 second is not accurate.
1 second is what they say in the Inferno spell.
It is, infact.wait is never accurate.