Help: Damage matching units

jnZ

I
Reaction score
64
Code:
Cataclysm
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to Cataclysm 
    Actions
        -------- Set Variables --------
        Set ACataclysmIntegerPlayer = (Player number of (Owner of (Triggering unit)))
        Set ACataclysmUnitCaster[ACataclysmIntegerPlayer] = (Triggering unit)
        Set ACataclysmPointCaster[ACataclysmIntegerPlayer] = (Position of ACataclysmUnitCaster[ACataclysmIntegerPlayer])
        Set ACataclysmForceEnemies[ACataclysmIntegerPlayer] = (All enemies of (Owner of ACataclysmUnitCaster[ACataclysmIntegerPlayer]))
        [COLOR="Sienna"][B]Set ACataclysmGroupEffected[ACataclysmIntegerPlayer] = (Units within 300.00 of ACataclysmPointCaster[ACataclysmIntegerPlayer] matching (((Owner of (Matching unit)) is in ACataclysmForceEnemies[ACataclysmIntegerPlayer]) Equal to True))[/B][/COLOR]
        -------- Effects --------
        For each (Integer ACataclysmIntegerLoop) from 1 to 10, do (Actions)
            Loop - Actions
                Set ACataclysmPointLoopEffect[ACataclysmIntegerPlayer] = (ACataclysmPointCaster[ACataclysmIntegerPlayer] offset by 300.00 towards ((Real(ACataclysmIntegerLoop)) x (360.00 / 10.00)) degrees)
                Special Effect - Create a special effect at ACataclysmPointLoopEffect[ACataclysmIntegerPlayer] using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
                Custom script:   call RemoveLocation(udg_ACataclysmPointLoopEffect[udg_ACataclysmIntegerPlayer])
        For each (Integer ACataclysmIntegerLoop) from 1 to 8, do (Actions)
            Loop - Actions
                Set ACataclysmPointLoopEffect[ACataclysmIntegerPlayer] = (ACataclysmPointCaster[ACataclysmIntegerPlayer] offset by 150.00 towards ((Real(ACataclysmIntegerLoop)) x (360.00 / 8.00)) degrees)
                Special Effect - Create a special effect at ACataclysmPointLoopEffect[ACataclysmIntegerPlayer] using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
                Custom script:   call RemoveLocation(udg_ACataclysmPointLoopEffect[udg_ACataclysmIntegerPlayer])
        Special Effect - Create a special effect at ACataclysmPointCaster[ACataclysmIntegerPlayer] using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
        -------- Damage --------
        Unit Group - Pick every unit in ACataclysmGroupEffected[ACataclysmIntegerPlayer] and do (Unit - Cause ACataclysmUnitCaster[ACataclysmIntegerPlayer] to damage (Picked unit), dealing (100.00 x (Real((Level of Cataclysm  for ACataclysmUnitCaster[ACataclysmIntegerPlayer])))) damage of attack type Spells and damage type Normal)
        -------- Reset Variables --------
        Custom script:   call RemoveLocation(udg_ACataclysmPointCaster[udg_ACataclysmIntegerPlayer])
        Player Group - Remove all players from ACataclysmForceEnemies[ACataclysmIntegerPlayer]
        Unit Group - Remove all units from ACataclysmGroupEffected[ACataclysmIntegerPlayer]
        Set ACataclysmUnitCaster[ACataclysmIntegerPlayer] = No unit
        Set ACataclysmIntegerPlayer = 0

thats the code and the problem is: no unit is damaged: i tried to replace the in range matching condition thing with in range and it worked (but it damages allied unit as well thats why i used the matching one). why does it not work, how to fix it? or what to use instead
 

manofsteel

New Member
Reaction score
36
Try using this instead in the matching thing:
Code:
matching unit is an enemy of owner of Triggering Unit Equal to True
(Boolean)

> 100 posts!
 

jnZ

I
Reaction score
64
creates "owner of matching unit is an enemy of XXX" player group leak? thats why i at least try to fix that leak with the force variable

Code:
Set ACataclysmForceEnemies[ACataclysmIntegerPlayer] = (All enemies of (Owner of ACataclysmUnitCaster[ACataclysmIntegerPlayer]))
 
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