This is the first time I used hashtables in GUI, can someone tell me what is wrong with this skill?(target type: unit or point)
This is what I am trying to do:
Trigger:
- Sprout I Know it leaks nvm, leakless one looks odd.
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Sprout
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Target unit of ability being cast) Equal to No unit
- Then - Actions
- Set SproutTargetPoint[(Key (Triggering unit))] = (Target point of ability being cast)
- Else - Actions
- Set SproutTargetPoint[(Key (Triggering unit))] = (Position of (Target unit of ability being cast))
- If - Conditions
- Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Visibility from SproutTargetPoint[(Key (Triggering unit))] to a radius of 512.00
- Set SproutVisibility[(Key (Triggering unit))] = (Last created visibility modifier)
- -------- --------
- -------- Trees --------
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 45.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree1[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 90.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree2[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 135.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree3[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 180.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree4[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 225.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree5[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 270.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree6[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 315.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree7[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- Destructible - Create a Summer Tree Wall at (SproutTargetPoint[(Key (Triggering unit))] offset by 180.00 towards 360.00 degrees) facing 0.00 with scale 1.00 and variation 0
- Set SproutTree8[(Key (Triggering unit))] = (Last created destructible)
- -------- --------
- -------- --------
- -------- --------
- Wait (2.25 + (0.75 x (Real((Level of Sprout for (Triggering unit)))))) game-time seconds
- Destructible - Remove SproutTree1[(Key (Triggering unit))]
- Destructible - Remove SproutTree2[(Key (Triggering unit))]
- Destructible - Remove SproutTree3[(Key (Triggering unit))]
- Destructible - Remove SproutTree4[(Key (Triggering unit))]
- Destructible - Remove SproutTree5[(Key (Triggering unit))]
- Destructible - Remove SproutTree6[(Key (Triggering unit))]
- Destructible - Remove SproutTree7[(Key (Triggering unit))]
- Destructible - Remove SproutTree8[(Key (Triggering unit))]
- Custom script: call RemoveLocation(udg_SproutTargetPoint[GetHandleId(GetTriggerUnit())])
- Visibility - Destroy SproutVisibility[(Key (Triggering unit))]
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
This is what I am trying to do: