Help - Spell not working

tuantai120

Cool Member
Reaction score
1
Trigger:
  • Charge
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Charge
    • Actions
      • Set Charge_Caster[Charge_MuiCount] = (Triggering unit)
      • Set Charge_Target[Charge_MuiCount] = (Target unit of ability being cast)
      • Set Charge_Point1[Charge_MuiCount] = (Position of Charge_Caster[Charge_MuiCount])
      • Set Charge_Point2[Charge_MuiCount] = (Position of Charge_Target[Charge_MuiCount])
      • Set Charge_Angle[Charge_MuiCount] = (Angle from Charge_Point1[Charge_MuiCount] to Charge_Point2[Charge_MuiCount])
      • Set Charge_Distance[Charge_MuiCount] = (Distance between Charge_Point1[Charge_MuiCount] and Charge_Point2[Charge_MuiCount])
      • Set Charge_Fade[Charge_MuiCount] = 0.00
      • Unit - Turn collision for Charge_Caster[Charge_MuiCount] Off
      • Unit - Make Charge_Caster[Charge_MuiCount] Invulnerable
      • Special Effect - Create a special effect at Charge_Point1[Charge_MuiCount] using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • Set Charge_Spec[Charge_MuiCount] = (Last created special effect)
      • Custom script: call RemoveLocation (udg_Charge_Point1[udg_Charge_MuiCount])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Charge_MuiCount Equal to 0
        • Then - Actions
          • Countdown Timer - Start Charge_Timer as a Repeating timer that will expire in 0.04 seconds
        • Else - Actions
      • Set Charge_MuiCount = (Charge_MuiCount + 1)

Trigger:
  • ChargeLoop
    • Events
      • Time - Charge_Timer expires
    • Conditions
    • Actions
      • For each (Integer Charge_MuiInst) from 0 to (Charge_MuiCount - 1), do (Actions)
        • Loop - Actions
          • Set Charge_Point3[Charge_MuiInst] = (Position of Charge_Caster[Charge_MuiInst])
          • Set Charge_Point4[Charge_MuiInst] = (Charge_Point3[Charge_MuiInst] offset by 40.00 towards Charge_Angle[Charge_MuiInst] degrees)
          • Unit - Move Charge_Caster[Charge_MuiInst] instantly to Charge_Point4[Charge_MuiInst]
          • Set Charge_Fade[Charge_MuiInst] = (Charge_Fade[Charge_MuiInst] + 8.00)
          • Unit - Create 1 Dummy Cooler for (Owner of Charge_Caster[Charge_MuiInst]) at Charge_Point3[Charge_MuiInst] facing Charge_Angle[Charge_MuiInst] degrees
          • Set Charge_Dummys[Charge_MuiInst] = (Last created unit)
          • Unit - Add a 1.00 second Generic expiration timer to Charge_Dummys[Charge_MuiInst]
          • Animation - Change Charge_Dummys[Charge_MuiInst]'s vertex coloring to (100.00%, 100.00%, 100.00%) with Charge_Fade[Charge_MuiInst]% transparency
          • Animation - Play Charge_Caster[Charge_MuiInst]'s spell channel 2 animation
          • Animation - Play Charge_Dummys[Charge_MuiInst]'s spell channel 2 animation
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Charge_Distance[Charge_MuiInst] Less than or equal to 50.00
            • Then - Actions
              • Special Effect - Destroy Charge_Spec[Charge_MuiInst]
              • Unit - Turn collision for Charge_Caster[Charge_MuiCount] On
              • Unit - Make Charge_Caster[Charge_MuiCount] Vulnerable
              • Unit - Cause Charge_Caster[Charge_MuiCount] to damage Charge_Target[Charge_MuiCount], dealing 5000.00 damage of attack type Spells and damage type Normal
              • Set Charge_Caster[Charge_MuiInst] = No unit
              • Set Charge_MuiCount = (Charge_MuiCount - 1)
            • Else - Actions
          • Custom script: call RemoveLocation (udg_Charge_Point4[udg_Charge_MuiInst])
          • Custom script: call RemoveLocation (udg_Charge_Point3[udg_Charge_MuiInst])
          • For each (Integer A) from 0 to (Charge_MuiCount - 1), do (Actions)
            • Loop - Actions
              • Set Charge_Angle[(Integer A)] = Charge_Angle[((Integer A) + 1)]
              • Set Charge_Caster[(Integer A)] = Charge_Caster[((Integer A) + 1)]
              • Set Charge_Dummys[(Integer A)] = Charge_Dummys[((Integer A) + 1)]
              • Set Charge_Target[(Integer A)] = Charge_Target[((Integer A) + 1)]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Charge_MuiCount Equal to 0
            • Then - Actions
              • Countdown Timer - Pause Charge_Timer
              • Custom script: exitwhen true
            • Else - Actions

thx for help :)
 

simonake

New Member
Reaction score
72
[Muicount] I don't see any Muicount anywhere in your first trigger. Could it be that?
 

XeNiM666

I lurk for pizza
Reaction score
138
Trigger:
  • For each (Integer Charge_MuiInst) from 0 to (Charge_MuiCount - 1), do (Actions)

is the same as
Trigger:
  • For each (Integer Charge_MuiInst) from 0 to 0, do (Actions)

or
Trigger:
  • For each (Integer Charge_MuiInst) from 0 to -1, do (Actions)



therefore does not do any actions
 
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