What I would do for this situation is use an integer for how many units per level per player, and each time a player kills one, subtract one from the integer. When it hits 0 send the next level for that player.
Set offset[(Integer A)] = (hitUnitLoc[(Integer A)] offset by 4.00 towards (Angle from hitUnitLoc[(Integer A)] to Spell_Caster) degrees) is found in Point with Polar Offset.
And this neeeeds to be above the moving unit.
Set hitUnitLoc[(Integer A)] = (Position of hitUnit[(Integer A)]) Also make...
Two things I noticed, Custom script: call RemoveLocation(udg_Tech_Pivot) should be Custom script: call RemoveLocation(udg_Lightning_Pivot) and Set offset[(Integer A)] = hitunitLoc[(Integer A)] needs to be fixed.
Also, you can remove Custom script: call RemoveLocation(udg_Spell_Pivot) at the...
There's a button at the top on a bar that has a big yellow X on it. Click that. It'll have options to add, edit, or remove variables. Click on hitUnit and click Edit. Then under the name and type of variable, you'll see a check box with array next to it. Click that check box. Then just close the...
Tyman, not that it's a bad suggestion, but he asked how to fix it, not if it was a good or bad idea.
Edit: I'm thoroughly confused why you used 293052308 triggers to repick...
Chain Pull
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Storm Bolt
Actions
Set hitUnit[1] = (Target unit of ability being cast)
Set RangeCounter = 500.00
Set Spell_Pivot = (Position of...
Chain Pull
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Storm Bolt
Actions
Set Spell_Caster = (Position of (Triggering unit))
Set hitUnit[1] = (Target unit of ability being cast)
Set RangeCounter =...
I told you it wouldn't pull them... I just wanted to make sure that that worked (I didn't feel like changing all kinds of unit things, so I didn't test, but you can change the animations and effects and w/e for the two spells that I gave so it looks like chain lighting, or however you want)...