Help with Spell

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Ok so here is the trigger
Trigger:
  • Lightning Ball
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lighting Ball
    • Actions
      • Set Temp_Pos[1] = (Position of (Triggering unit))
      • Set Temp_Pos[2] = (Temp_Pos[1] offset by 100.00 towards (Facing of (Triggering unit)) degrees)
      • Unit - Create 1 Lighting Ball (dummy) for (Owner of (Triggering unit)) at Temp_Pos[2] facing (Facing of (Triggering unit)) degrees
      • Set TmpUnit[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
      • Unit - Add a 1.50 second Generic expiration timer to TmpUnit[(Player number of (Triggering player))]
      • Unit - Set the custom value of (Last created unit) to (Integer((((Real((Hero level of (Triggering unit)))) + (Real((Intelligence of (Triggering unit) (Include bonuses))))) x 1.50)))
      • Unit Group - Remove all units from Group_Damage[(Player number of (Owner of (Triggering unit)))]
      • Custom script: call RemoveLocation(udg_Temp_Pos[1])
      • Custom script: call RemoveLocation(udg_Temp_Pos[2])

and
Trigger:
  • Lightning Ball Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Group = (Units of type Lighting Ball (dummy))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • Set Temp_Pos[1] = (Position of (Picked unit))
          • Set Temp_Pos[2] = (Temp_Pos[1] offset by 40.00 towards (Facing of (Picked unit)) degrees)
          • Unit - Move (Picked unit) instantly to Temp_Pos[2]
          • Set Temp_Unit = (Picked unit)
          • Set Temp_Damage = (Units within 80.00 of Temp_Pos[2])
          • Unit Group - Pick every unit in Temp_Damage and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (((Picked unit) belongs to an ally of (Owner of Temp_Unit)) Equal to True) or (((Picked unit) belongs to an enemy of (Owner of Temp_Unit)) Equal to True)
                  • ((Picked unit) is A structure) Equal to False
                • Then - Actions
                  • Unit - Cause Temp_Unit to damage (Picked unit), dealing (Real((Custom value of Temp_Unit))) damage of attack type Spells and damage type Normal
                  • Unit Group - Add (Picked unit) to Group_Damage[(Player number of (Owner of Temp_Unit))]
                  • Unit - Remove Temp_Unit from the game
                  • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
          • Custom script: call RemoveLocation(udg_Temp_Pos[1])
          • Custom script: call RemoveLocation(udg_Temp_Pos[2])
          • Custom script: call DestroyGroup(udg_Temp_Damage)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Temp_Unit is alive) Equal to False
            • Then - Actions
              • Unit - Remove Temp_Unit from the game
            • Else - Actions
      • Custom script: call DestroyGroup(udg_Temp_Group)

Everything works fine , exept that it wont hit a unit that have locust ability (unit unselectable ability).Is there any way to make it hit them and what would i need to change , to make it work.
+rep for answer.
 
Locust units can be picked with 'pick units of type' and 'pick units owned by player of type'.
You will need to set another unit group for locusts, and add them into Temp_Damage.
 
A little more clarification how execly to make a unit type that have locust?
Preheps a trigger demo or smt?
 
Go integer comparison there and select Level of Locust of Matching Unit Greater than 0.
 
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