Earth spikes GUI ver, need help

Code:
Unit Group - Pick every unit in zcastertarget and do (Actions)
Loop - Actions
Unit Group - Add EarthSpikesCasterTarget to zcastertarget

why are you picking every unit in the group, and adding a unit to the group EVERYTIME A UNIT IS PICKED?

Code:
Set zdummy1p2 = (zdummy1p offset by 50.00 towards RealFace[zint] degrees)
Set zdummy2p2 = (zdummy2p offset by 50.00 towards RealFace2[zint] degrees)
Set zdummy3p2 = (zdummy3p offset by 50.00 towards RealFace3[zint] degrees)
Set zdummy4p2 = (zdummy4p offset by 50.00 towards RealFace4[zint] degrees)

Here's your problem. before that, set zdummy1p, zdummy2p etc = Position of your dummy units (currently, zdummy1p is always the point where the dummy spawns, and as a result, zdummy1p2 is always going to be the same point, no matter what.

heres an example (freehand code)
Code:
Set Dummy1Pt1 = Position of Dummy1
Set Dummy1Pt2 = Dummy1Pt1 offset by 50 towards Dummy1Angle degrees
Move Dummy1 instantly to Dummy1Pt2
call RemoveLocation (udg_Dummy1Pt1)
call RemoveLocation (udg_Dummy1Pt2)
search a leak tutorial for more info on the last 2 lines of code, they are absolutely essential and i cba going into detail of what they do, other than they do alot to reduce lag

use code tags please, its the # symbol beside the < > at top of reply box
 
nice, thanks, now atleast the traps are moving :rolleyes: unfortunatly all of them move straight south without stoping.. I think it can have to do something with this: Set zdummy1p2 = (zdummy1p offset by 50 towards (Facing of EarthSpikesDummy1) degrees) + the other 3

Code:
Spikes
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        Set zdummy1p = (Position of EarthSpikesDummy1)
        Set zdummy1p2 = (zdummy1p offset by 50.00 towards (Facing of EarthSpikesDummy1) degrees)
        Unit - Move EarthSpikesDummy1 instantly to zdummy1p2
        Custom script:   call RemoveLocation(udg_zdummy1p)
        Custom script:   call RemoveLocation(udg_zdummy1p2)
        Set zdummy2p = (Position of EarthSpikesDummy2)
        Set zdummy2p2 = (zdummy2p offset by 50.00 towards (Facing of EarthSpikesDummy2) degrees)
        Unit - Move EarthSpikesDummy2 instantly to zdummy2p2
        Custom script:   call RemoveLocation(udg_zdummy2p)
        Custom script:   call RemoveLocation(udg_zdummy2p2)
        Set zdummy3p = (Position of EarthSpikesDummy3)
        Set zdummy3p2 = (zdummy3p offset by 50.00 towards (Facing of EarthSpikesDummy3) degrees)
        Unit - Move EarthSpikesDummy3 instantly to zdummy3p2
        Custom script:   call RemoveLocation(udg_zdummy3p)
        Custom script:   call RemoveLocation(udg_zdummy3p2)
        Set zdummy4p = (Position of EarthSpikesDummy4)
        Set zdummy4p2 = (zdummy4p offset by 50.00 towards (Facing of EarthSpikesDummy4) degrees)
        Unit - Move EarthSpikesDummy4 instantly to zdummy4p2
        Custom script:   call RemoveLocation(udg_zdummy4p)
        Custom script:   call RemoveLocation(udg_zdummy4p2)
        Unit Group - Pick every unit in zcastertarget and do (Actions)
            Loop - Actions
                Unit Group - Add EarthSpikesCasterTarget to zcastertarget
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Distance between (Position of EarthSpikesDummy1) and (Position of EarthSpikesCasterTarget)) Less than or equal to 1.00
            Then - Actions
            Else - Actions
        Custom script:   call RemoveLocation(udg_zdummy2p2)
        Custom script:   call RemoveLocation(udg_zdummy3p2)
        Custom script:   call RemoveLocation(udg_zdummy4p2)

I can't get them to face angle of dummy..
 
Code:
Earth spikes
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Earth spikes 
    Actions
        Set zint = 1
        Set EarthSpikesCaster = (Triggering unit)
        Set EarthSpikesCasterTarget = (Target unit of ability being cast)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Earth spikes  for EarthSpikesCaster) Equal to 1
            Then - Actions
                Unit - Create 1 EarthSpikesnospike for (Owner of EarthSpikesCaster) at ((Position of EarthSpikesCasterTarget) offset by 200.00 towards 90.00 degrees) facing Default building facing degrees
                Unit - Make (Last created unit) face EarthSpikesCasterTarget over 0.00 seconds
                Set zdummy1p = (Position of (Last created unit))
                Set RealFace[zint] = (Angle from (Position of (Last created unit)) to (Position of EarthSpikesCasterTarget))
                Set EarthSpikesDummy1 = (Last created unit)
                Unit - Turn collision for (Last created unit) Off
                Unit - Create 1 EarthSpikesnospike for (Owner of EarthSpikesCaster) at ((Position of EarthSpikesCasterTarget) offset by 200.00 towards 180.00 degrees) facing Default building facing degrees
                Unit - Make (Last created unit) face EarthSpikesCasterTarget over 0.00 seconds
                Set zdummy2p = (Position of (Last created unit))
                Set RealFace2[zint] = (Angle from (Position of (Last created unit)) to (Position of EarthSpikesCasterTarget))
                Set EarthSpikesDummy2 = (Last created unit)
                Unit - Turn collision for (Last created unit) Off
                Unit - Create 1 EarthSpikesnospike for (Owner of EarthSpikesCaster) at ((Position of EarthSpikesCasterTarget) offset by 200.00 towards 270.00 degrees) facing Default building facing degrees
                Unit - Make (Last created unit) face EarthSpikesCasterTarget over 0.00 seconds
                Set zdummy3p = (Position of (Last created unit))
                Set RealFace3[zint] = (Angle from (Position of (Last created unit)) to (Position of EarthSpikesCasterTarget))
                Set EarthSpikesDummy3 = (Last created unit)
                Unit - Turn collision for (Last created unit) Off
                Unit - Create 1 EarthSpikesnospike for (Owner of EarthSpikesCaster) at ((Position of EarthSpikesCasterTarget) offset by 200.00 towards 360.00 degrees) facing Default building facing degrees
                Unit - Make (Last created unit) face EarthSpikesCasterTarget over 0.00 seconds
                Set zdummy4p = (Position of (Last created unit))
                Set RealFace4[zint] = (Angle from (Position of (Last created unit)) to (Position of EarthSpikesCasterTarget))
                Set EarthSpikesDummy4 = (Last created unit)
                Unit - Turn collision for (Last created unit) Off
            Else - Actions
        Trigger - Turn on Spikes <gen>
        Trigger - Run Spikes <gen> (checking conditions)

Hm, now they move real wierd, and they won't stop =/

Map updated, but I still need help, anyone?
 
Try this

Try this:
Code:
Spikes
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        Unit - Order EarthSpikesDummy1 to Move To (Position of EarthSpikesCasterTarget)
        Unit - Order EarthSpikesDummy2 to Move To (Position of EarthSpikesCasterTarget)
        Unit - Order EarthSpikesDummy3 to Move To (Position of EarthSpikesCasterTarget)
        Unit - Order EarthSpikesDummy4 to Move To (Position of EarthSpikesCasterTarget)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
            Then - Actions
            Else - Actions
1 spike dosent move.
 
hm... wonder why I did not think of that before... but still one of the unit's won't move :confused: how to fix this?

hm.. ok all four moves to the correct location, altough I got one last problem

Since there isn't a model file with orc burrow with spikes and the spikes is a research, I can't get the traps to get spikes. Is there any way to research spikes and then unresearch it so the next time you use the spell those traps doesn't have the spikes from beginning?
 
Nice, the only problem now is that I can't find the "Spiked Barricade", only the "Spiked Carapace" and it's far from the same look, and it also spawn beside the trap...:banghead:

The real problem is that the Spiked Barricade is an effect.. and a model file can't be an effect for some strange reason. Please see if you can help me solve this one because I can't :S
 
Nice, now it works perfectly :D, sorry for trippleposting... well anyway the only last thing that would be nice to do is to enable sounds. I have a play sound action in the trigger but of some reason the sound doesn't play, I guess you have to turn it on somewhere but I don't know where. Anyway thanks for all the help:rolleyes: I give you some + rep you have definitly deserved it^^

>Edit, I updated the map and the trigger if anyone wants to use this ability or change it feel free to do so
 
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