Spell Bug.

Marcel

New Member
Reaction score
12
Im having proplems with this spell.
Trigger:
  • Hellgate
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to |CFF540081Hellgate|R
    • Actions
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Wait 0.25 seconds
      • Set HellgateVariable = (Target point of ability being cast)
      • Wait 0.25 seconds
      • Unit - Create 1 DummyAura for Player 1 (Red) at HellgateVariable facing Default building facing degrees
      • Trigger - Turn on HellgateFlames <gen>
      • Wait 10.00 seconds
      • Trigger - Turn off HellgateFlames <gen>


It should do a dummy unit after short casting time to target point, Proplem is that when that part comes, the dummy unit is in complitely wrong place that it should be.
+rep to helpers.


[Thanks Komaqtion! I will test it soon :)] + rep.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
It's because (Target point of ability is cast) doesn't work after waits... So do this as the first action, and you should be fine ;)

Trigger:
  • Set HellgateVariable = (Target point of ability being cast)
 

SyrisX

New Member
Reaction score
3
You may want to try one of these

Trigger:
  • Hellgate
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to |CFF540081Hellgate|R
    • Actions
      • Set HellgateVariable = (Target point of ability being cast)
      • Set Temp_Point = (Position of (Triggering unit))
      • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.25 seconds
      • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Special Effect - Destroy (Last created special effect)
      • \\repeat above as needed
      • Wait 0.25 seconds
      • Custom script: call RemoveLocation (udg_Temp_Point)
      • Unit - Create 1 DummyAura for Player 1 (Red) at HellgateVariable facing Default building facing degrees
      • Trigger - Turn on HellgateFlames <gen>
      • Wait 10.00 seconds
      • Trigger - Turn off HellgateFlames <gen>
      • Custom script: call RemoveLocation (udg_HellgateVariable)



or something like this...

Trigger:
  • Hellgate
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to |CFF540081Hellgate|R
    • Actions
      • Set HellgateVariable = (Target point of ability being cast)
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Position of (Triggering unit))
          • Special Effect - Create a special effect at Temp_Point using using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
          • Set Temp_SFX[(Integer A)] = (Last created special effect)
          • Wait .25 seconds
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Unit - Create 1 DummyAura for Player 1 (Red) at HellgateVariable facing Default building facing degrees
      • Trigger - Turn on HellgateFlames <gen>
      • Wait 10.00 seconds
      • Trigger - Turn off HellgateFlames <gen>
      • Custom script: call RemoveLocation (udg_HellgateVariable)
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Special Effect - Destroy Temp_SFX[(Integer A)]
 

Rushhour

New Member
Reaction score
46
But be careful when you take
Trigger:
  • * Hellgate
    • o Events
      • + Unit - A unit Begins channeling an ability
    • o Conditions
      • + (Ability being cast) Equal to |CFF540081Hellgate|R
    • o Actions
      • + Set HellgateVariable = (Target point of ability being cast)
      • + For each (Integer A) from 1 to 8, do (Actions)
        • # Loop - Actions
          • * Set Temp_Point = (Position of (Triggering unit))
          • * Special Effect - Create a special effect at Temp_Point using using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
          • * Set Temp_SFX[(Integer A)] = (Last created special effect)
          • * Wait .25 seconds
          • * Custom script: call RemoveLocation (udg_Temp_Point)
      • + Unit - Create 1 DummyAura for Player 1 (Red) at HellgateVariable facing Default building facing degrees
      • + Trigger - Turn on HellgateFlames <gen>
      • + Wait 10.00 seconds
      • + Trigger - Turn off HellgateFlames <gen>
      • + Custom script: call RemoveLocation (udg_HellgateVariable)
      • + For each (Integer A) from 1 to 8, do (Actions)
        • # Loop - Actions
          • * Special Effect - Destroy Temp_SFX[(Integer A)]

The loop has waits, which is no problem for itself, but when another trigger with "integerA's" fires while the loop runs (and it runs quite some time ) there will be terrible confusion. Create a custom integer variable and use this one instead or maybe Integer B if you don't use it anywhere else^^
 
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