So you want to make it happen only when a structure dies?
In that case you just need to do:
((Triggering unit) is A structure) Equal to True
Instead of the condition you have now.
It doesn't work because illusions aren't real units and can't use castable spells. A spellbook is technically a castable spell. I might be wrong but it's what I think.
I'd suggest using a damage detection system.
Wow, thanks this works really well! Too bad it's not as smooth as the other triggers, but this makes it looks like it's more of a struggle for the hero to pull them in. :p
Thank you!
I'll just post the map:
I think I figured out what causes it.
If you stop casting the spell, while its still being pushed it goes wrong.
So in order to recreate it what you do is:
1. cast aerial shackles with paladin 1
2. break the shackles while its being pulled
3. cast aerial shackles with...
Nope, doesn't fix it. :/
The ability works, but when I use it on an unit that has already been hit by the ability by an other player it moves to the location of the hero that other player has.
If the minus isn't there it pushes the unit away instead of pulling it towards the caster.
I think the problem is with the point[3] variable and the real2_SE variable, but I can't figure out what's wrong with it.
EDIT: Well I guess I could always just make a separate trigger for each player...
Alright, I changed that now, but it still doesn't work correctly.
O Soul Extraction
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to (==) Soul Extraction (Demon Lord)
Actions
Set Unit_SE[(Player number of (Owner...
Alright, I have a new problem now, and it's kinda about the same thing but with a different spell:
One of the heroes in the map has an ability that's based on Aerial Shackles, but I made a trigger so that it also pulls the targeted unit towards the caster.
When I cast it on a unit it works...
Alright, so I just tested this trigger, and it doesn't work like you said it would.
But when I put Game - Display to (All players) the text: (String((Player number of (Triggering player))))
in the trigger of my spell it does however give the right number, and when I force them to cast it at...
What... How did that even happen? I just checked the variables and there's no integer_GP variable, only integer1_GP and integer2_GP.. I fixed it and it works now. Thanks!
EDIT: ok, last problem got fixed but now I have a new problem with a spell.
One of the heroes in the map has an ability that's based on Aerial Shackles, but I made a trigger so that it also pulls the targeted unit towards the caster.
When I cast it on a unit it works fine and it's MPI too...
The Unit Weapon Firing validator doesn't work, it removes the behavior as soon as it is applied by the effect.
I tried doing it with remove behavior, but it removes the behavior as soon as it is applied too.
I also think I'm doing the validator wrong.
There is a validator called "Unit Compare...
Oh sorry.
I'm still just trying out things with the Data Editor.
All it does is you pick a target, it increases your movement speed and damage and makes you attack it, then after you attack it I want the movement speed and damage to go back to normal.
And that's what I need the validator...