Ability Problem!

95blojoe

New Member
Reaction score
7
My friend asked me to post this for him, its an ability that doesn't work for him and he claims he did it himself.

Trigger:
  • casting
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fallin Rock
    • Actions
      • Set Caster_FR = (Casting unit)
      • Set Location_FR = (Target point of ability being cast)
      • Set Number_FR[1] = 0.00
      • Set Number_FR[2] = 0.50
      • Unit - Create 1 Rock for Player 1 (Red) at Location_FR facing 0.00 degrees
      • Set Dummy_FR[1] = (Last created unit)
      • Trigger - Turn on rotate <gen>
      • Unit - Create 1 Rock2 for Player 1 (Red) at Location_FR facing Location
      • Set Dummy_FR[2] = (Last created unit)
      • Animation - Change (Last created unit) flying height to 1000.00 at 100000000.00
      • Animation - Change (Last created unit)'s size to (500.00%, 500.00%, 500.00%) of its original size
      • Animation - Change (Last created unit)'s animation speed to 25.00% of its original speed
      • Wait 0.05 seconds
      • Animation - Change (Last created unit) flying height to 1.00 at 450.00
      • Wait 2.00 seconds
      • Unit - Kill Dummy_FR[2]
      • Unit Group - Pick every unit in (Units within 300.00 of Location_FR matching (((Matching unit) belongs to an ally of Player 1 (Red)) Equal to False)) and do (Actions)
        • Loop - Actions
          • Unit - Cause Caster_FR to damage (Picked unit), dealing 500.00 damage of attack type Spells and damage type Normal
      • Destructible - Pick every destructible within 300.00 of Location_FR and do (Actions)
        • Loop - Actions
          • Destructible - Kill (Picked destructible)
      • Trigger - Turn off rotate <gen>
      • Unit - Remove Dummy_FR[1] from the game
      • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
      • Environment - Create a 1.60 second Normal ripple deformation at Location_FR with starting radius 100.00, ending radius 400.00, and depth 70.00, using 0.80 second ripples spaced 512.00 apart
 

Laiev

Hey Listen!!
Reaction score
188
What exactly he want to do with that spell?

EDIT: Some thing to fix
Unit don't make leak, you don't need set dummy_fr[1/2] = last created unit
Remove the waits, you don't need it
Instead it use after you create a unit
Trigger:
  • Unit - Add a X second Generic expiration timer to (Last created unit)


x = time to unit do what need to do and die

Trigger:
  • Unit Group - Pick every unit in (UNIT WITHIN BLA BLA)


LEAK. Create a variable and set it (unit withim bla bla) next do Pick Every unit in 'your variable'

Trigger:
  • Set 'variable' = (unit withim bla bla)
    • Pick Every Unit in 'variable'
    • ~~~~~~~ when the trigger over destroy the group ~~~~~~~
    • Custom script - call DestroyGroup (udg_'variable')


Remove that "Add a 0,05 second generic bla bla" in the end of trigger

Post the ROTATE trigger too, without it no one can know what this spell do
 

95blojoe

New Member
Reaction score
7
What exactly he want to do with that spell?

EDIT: Some thing to fix
Unit don't make leak, you don't need set dummy_fr[1/2] = last created unit
Remove the waits, you don't need it
Instead it use after you create a unit
Trigger:
  • Unit - Add a X second Generic expiration timer to (Last created unit)


x = time to unit do what need to do and die

Trigger:
  • Unit Group - Pick every unit in (UNIT WITHIN BLA BLA)


LEAK. Create a variable and set it (unit withim bla bla) next do Pick Every unit in 'your variable'

Trigger:
  • Set 'variable' = (unit withim bla bla)
    • Pick Every Unit in 'variable'
    • ~~~~~~~ when the trigger over destroy the group ~~~~~~~
    • Custom script - call DestroyGroup (udg_'variable')


Remove that "Add a 0,05 second generic bla bla" in the end of trigger

Post the ROTATE trigger too, without it no one can know what this spell do

Oke i will get it from him.
 

dragonhord

Knowledge is true opinion. - Plato
Reaction score
82
Code:
Unit Group - Pick every unit in (Units within 300.00 of Location_FR matching (((Matching unit) belongs to an [b]ally of Player 1 (Red)[/b]) Equal to False)) and do (Actions)
I am no expert, but I imagine player 1 red is not always the player that casts the spell... So you might want to change that to your caster unit variable... That's about the only problem I see aside of the leaks that are in that thing... And it also depends on your "rotate" trigger... *Scroll over in the bar thing to see the bolded part I speak of :p...
 
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