Onnings
New Member
- Reaction score
- 9
Right, I have a Meteor Rain ability, which, when used, shoots 3 / 5 / 7 meteors at random enemies within an area of 500. The Hero ability is based off channel. The dummy ability is based off Inferno.
Now, the problem I'm having is that the trigger is working all fine and the projectiles are picking the correct number of random targets from the nearby enemies, but the meteor doesn't deal any damage at all.
I am considering simply triggering in some area damage from the point of the Inferno impact, but if I've simply overlooked something in my triggers or the ability editor, I would love any explanation on why this is happening.
Here's the first trigger, which fires the other ones.
There's three variants of this trigger, each with a varying integer condition and time frame - casting 3, 5 and 7 meteors over 5 seconds.
And this is the level-based trigger array.
Anyhow, just to repeat - the triggers work perfectly - there's nothing wrong with them. The only problem is the fact that the Inferno missiles deal no damage, and does not stun any units.
The Molten Rain dummy-ability has Ground, Structure, Debris, Enemy, Neutral as targets allowed. The damage is currently set to 150. No mana cost, no cooldown.
Now, the problem I'm having is that the trigger is working all fine and the projectiles are picking the correct number of random targets from the nearby enemies, but the meteor doesn't deal any damage at all.
I am considering simply triggering in some area damage from the point of the Inferno impact, but if I've simply overlooked something in my triggers or the ability editor, I would love any explanation on why this is happening.
Here's the first trigger, which fires the other ones.
Code:
MoltenRain
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Molten Rain
Actions
Set Casting = (Casting unit)
Set Dummyloc = (Position of Casting)
Set MoltenRainInt = 0
Unit Group - Pick every unit in (Units within 500.00 of Dummyloc matching (((Owner of (Matching unit)) is an enemy of (Owner of Casting)) Equal to True)) and do (Unit Group - Add (Picked unit) to MoltenRainGroup)
Trigger - Turn on MoltenRainLevel[(Level of Molten Rain for Casting)]
There's three variants of this trigger, each with a varying integer condition and time frame - casting 3, 5 and 7 meteors over 5 seconds.
Code:
MoltenRain1True
Events
Time - Every 1.66 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MoltenRainInt Less than 3
Then - Actions
Unit - Create 1 Dummy for (Owner of Casting) at Dummyloc facing Default building facing degrees
Set dummy = (Last created unit)
Unit - Add Molten Rain dummy to dummy
Unit - Order dummy to Undead Dreadlord - Inferno (Position of (Random unit from MoltenRainGroup))
Unit - Add a 1.00 second Generic expiration timer to dummy
Set MoltenRainInt = (MoltenRainInt + 1)
Else - Actions
Set Casting = No unit
Custom script: call RemoveLocation (udg_Dummyloc)
Unit Group - Remove all units from MoltenRainGroup
Trigger - Turn off (This trigger)
And this is the level-based trigger array.
Code:
TriggerArrayInit
Events
Map initialization
Conditions
Actions
Set MoltenRainLevel[1] = MoltenRain1True <gen>
Set MoltenRainLevel[2] = MoltenRain2True <gen>
Set MoltenRainLevel[3] = MoltenRain3True <gen>
Anyhow, just to repeat - the triggers work perfectly - there's nothing wrong with them. The only problem is the fact that the Inferno missiles deal no damage, and does not stun any units.
The Molten Rain dummy-ability has Ground, Structure, Debris, Enemy, Neutral as targets allowed. The damage is currently set to 150. No mana cost, no cooldown.