THE_X
New Member
- Reaction score
- 49
so first off Taking damage frosty fireworks
that is just the checker for units with the buff, it alone wont crash the game and it does work
k so this is a unit takes damage event i got triggers that add all new made and premade units into this trigger, but i think this may be the one crashing me. Any help with why?
Trigger:
- Events
- Time - Every 0.10 seconds of game time
- Conditions
- Actions
- Set Group[51] = (Units in (Entire map) matching (((Matching unit) has buff Frosty Fireworks [stun1] ) Equal to True))
- Set Group[52] = (Units in (Entire map) matching (((Matching unit) has buff Frosty Fireworks [stun2] ) Equal to True))
- Set Group[53] = (Units in (Entire map) matching (((Matching unit) has buff Frosty Fireworks [stun3] ) Equal to True))
- Set Group[54] = (Units in (Entire map) matching (((Matching unit) has buff Frosty Fireworks [stun4] ) Equal to True))
- Unit Group - Pick every unit in Group[51] and do (Actions)
- Loop - Actions
- Set Point[1] = (Position of (Picked unit))
- Unit - Create 1 Dummy for Neutral Hostile at Point[1] facing Default building facing degrees
- Unit - Add Frosty Fireworks Slow to (Last created unit)
- Unit - Set level of Frosty Fireworks Slow for (Last created unit) to 1
- Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
- Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
- Loop - Actions
- Unit Group - Pick every unit in Group[52] and do (Actions)
- Loop - Actions
- Set Point[1] = (Position of (Picked unit))
- Unit - Create 1 Dummy for Neutral Hostile at Point[1] facing Default building facing degrees
- Unit - Add Frosty Fireworks Slow to (Last created unit)
- Unit - Set level of Frosty Fireworks Slow for (Last created unit) to 2
- Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
- Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
- Loop - Actions
- Unit Group - Pick every unit in Group[53] and do (Actions)
- Loop - Actions
- Set Point[1] = (Position of (Picked unit))
- Unit - Create 1 Dummy for Neutral Hostile at Point[1] facing Default building facing degrees
- Unit - Add Frosty Fireworks Slow to (Last created unit)
- Unit - Set level of Frosty Fireworks Slow for (Last created unit) to 3
- Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
- Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
- Loop - Actions
- Unit Group - Pick every unit in Group[54] and do (Actions)
- Loop - Actions
- Set Point[1] = (Position of (Picked unit))
- Unit - Create 1 Dummy for Neutral Hostile at Point[1] facing Default building facing degrees
- Unit - Add Frosty Fireworks Slow to (Last created unit)
- Unit - Set level of Frosty Fireworks Slow for (Last created unit) to 4
- Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
- Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
- Loop - Actions
- Custom script: call DestroyGroup (udg_Group[51])
- Custom script: call DestroyGroup (udg_Group[52])
- Custom script: call DestroyGroup (udg_Group[53])
- Custom script: call DestroyGroup (udg_Group[54])
that is just the checker for units with the buff, it alone wont crash the game and it does work
Trigger:
- Extra Frosty Fiireworks damage
- Events
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff Frosty Fireworks [1] ) Equal to True
- Then - Actions
- Unit - Cause (Damage source) to damage (Triggering unit), dealing ((Damage taken) x 0.05) damage of attack type Chaos and damage type Divine
- Game - Display to (All players) the text: (String(((Damage taken) x 0.05)))
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff Frosty Fireworks [2] ) Equal to True
- Then - Actions
- Unit - Cause (Damage source) to damage (Triggering unit), dealing ((Damage taken) x 0.10) damage of attack type Chaos and damage type Divine
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff Frosty Fireworks [3] ) Equal to True
- Then - Actions
- Unit - Cause (Damage source) to damage (Triggering unit), dealing ((Damage taken) x 0.15) damage of attack type Chaos and damage type Divine
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) has buff Frosty Fireworks [4] ) Equal to True
- Then - Actions
- Unit - Cause (Damage source) to damage (Triggering unit), dealing ((Damage taken) x 0.20) damage of attack type Chaos and damage type Divine
- Game - Display to (All players) the text: (String(((Damage taken) x 0.20)))
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
k so this is a unit takes damage event i got triggers that add all new made and premade units into this trigger, but i think this may be the one crashing me. Any help with why?