hopy
Active Member
- Reaction score
- 64
Never mind, already fixed it - See post 4 for a different question please!
I had a spell which was supposed to create 8 Orbs around the caster, they start to move in a circle around the caster and blow up when they hit a target.
The Dark Knight releases his shadow energie to create 8 Shadow Orbs that circle around him. The orbs will explode when they touch an enemie unit dealing high shadow damage to that unit.
That ^.
Variables:
- DS_Hero is a unit variable (The caster).
- Point is a point variable used for: Placing the orbs and the Position on DS_Hero.
- Point is a point2 variable used for: Moving the Orbs.
- DS_angle is a real variable that's used for: Changing the angle the Orbs move to every time.
- DS_Orbs[] is a unit array that saves all the orbs.
- Unit_Group is a unit group that's used for looking at units that hit the orb and need to get damaged.
What happens:
The orbs get created but don't move and don't damage/die when hit.
Either the trigger doesn't get activated, or gets deactivated instantly... but I can't figure out why.
It's most likely a small mestake that I don't notice for some reason and someone says: ' Hey look, you failed there!' and than I'm like: 'Omfg, how lame' :banghead:.
+rep for any helpfull help.
========EDIT=========
OMFG!!!! I've been looking for the fail in this trigger for 2 days... and the second I pressed Post I spotted it...
Never mind... fixed it... Ignore me, -rep me... stuff like that. <,<
========/EDIT=========
I had a spell which was supposed to create 8 Orbs around the caster, they start to move in a circle around the caster and blow up when they hit a target.
The Dark Knight releases his shadow energie to create 8 Shadow Orbs that circle around him. The orbs will explode when they touch an enemie unit dealing high shadow damage to that unit.
That ^.
Trigger:
- Dancing Shadows
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Dancing Shadows [Dark Knight]
- Actions
- Set DS_Hero = (Triggering unit)
- Set Point = (Position of (Triggering unit))
- Set DS_angle = 0.00
- For each (Integer A) from 1 to 8, do (Actions)
- Loop - Actions
- Set Point2 = (Point offset by 400.00 towards (45.00 x (Real((Integer A)))) degrees)
- Unit - Create 1 Dummy Unit [Dancing SHadows] for (Owner of (Triggering unit)) at Point2 facing Default building facing degrees
- Unit - Add a (12.00 + (4.00 x (Real((Level of Dancing Shadows [Dark Knight] for (Triggering unit)))))) second Generic expiration timer to (Last created unit)
- Set DS_Orbs[(Integer A)] = (Last created unit)
- Custom script: call RemoveLocation (udg_Point2)
- Loop - Actions
- Trigger - Turn on Dancing Shadows Periodic <gen>
- Custom script: call RemoveLocation (udg_Point)
- Events
Trigger:
- Dancing Shadows Periodic
- Events
- Time - Every 0.05 seconds of game time
- Conditions
- Actions
- Set DS_angle = (DS_angle + 1.00)
- Set Point = (Position of DS_Hero)
- For each (Integer A) from 1 to 8, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (DS_Orbs[(Integer A)] is alive) Equal to True
- Then - Actions
- Set Point2 = (Point offset by 400.00 towards ((45.00 x (Real((Integer A)))) + (4.00 x DS_angle)) degrees)
- Unit - Move DS_Orbs[(Integer A)] instantly to Point2
- Set Unit_Group = (Units within 45.00 of Point2 matching ((((Matching unit) belongs to an enemy of (Owner of DS_Hero)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False))))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in Unit_Group) Not equal to 0
- Then - Actions
- Set Unit_Group2 = (Random 1 units from Unit_Group)
- Unit Group - Pick every unit in Unit_Group2 and do (Actions)
- Loop - Actions
- Unit - Cause DS_Hero to damage (Picked unit), dealing (60.00 + (40.00 x (Real((Level of Dancing Shadows [Dark Knight] for DS_Hero))))) damage of attack type Hero and damage type Death
- Loop - Actions
- Unit - Remove DS_Orbs[(Integer A)] from the game
- Else - Actions
- If - Conditions
- Custom script: call DestroyGroup (udg_Unit_Group)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Set Unit_Group = (Units owned by (Owner of (Triggering unit)) of type Dummy Unit [Dancing SHadows])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in Unit_Group) Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- If - Conditions
- Custom script: call DestroyGroup (udg_Unit_Group)
- Events
Variables:
- DS_Hero is a unit variable (The caster).
- Point is a point variable used for: Placing the orbs and the Position on DS_Hero.
- Point is a point2 variable used for: Moving the Orbs.
- DS_angle is a real variable that's used for: Changing the angle the Orbs move to every time.
- DS_Orbs[] is a unit array that saves all the orbs.
- Unit_Group is a unit group that's used for looking at units that hit the orb and need to get damaged.
What happens:
The orbs get created but don't move and don't damage/die when hit.
Either the trigger doesn't get activated, or gets deactivated instantly... but I can't figure out why.
It's most likely a small mestake that I don't notice for some reason and someone says: ' Hey look, you failed there!' and than I'm like: 'Omfg, how lame' :banghead:.
+rep for any helpfull help.
========EDIT=========
OMFG!!!! I've been looking for the fail in this trigger for 2 days... and the second I pressed Post I spotted it...
Never mind... fixed it... Ignore me, -rep me... stuff like that. <,<
========/EDIT=========