Trigger:
- Events
- Unit - A unit Is attacked
- Conditions
- (Level of Knockback for (Attacking unit)) Greater than (>) 0
- (Random integer number between 1 and 100) Less than or equal to (<=) (4 + (3 x (Level of Knockback for (Attacking unit))))
- Actions
- Set TempUnit = (Attacking unit)
- Set Camera_Hide = (Unit-type of TempUnit)
- Set TempUnit = (Attacking unit)
- Set TempUnit2 = (Attacked unit)
- Set TempLoc = (Position of TempUnit)
- Set TempLoc2 = (Position of TempUnit2)
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (TempUnit2 is alive) Equal to (==) True
- Then - Actions
- Special Effect - Create a special effect at TempLoc using Abilities\Spells\Items\AIil\AIilTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Wait 0.10 seconds
- Unit - Hide TempUnit
- Wait 1.00 seconds
- Unit - Unhide TempUnit
- Selection - Select (Attacking unit) for (Owner of TempUnit)
- Special Effect - Create a special effect attached to the chest of TempUnit using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Move (Triggering unit) instantly to (Position of (Attacked unit))
- Set Damage_FORMULA = ((Real((Strength of TempUnit (Include bonuses)))) x 0.50)
- Unit - Cause (Attacking unit) to damage (Triggering unit), dealing Damage_FORMULA damage of attack type Spells and damage type Universal
- Animation - Play TempUnit's Attack Slam animation
- Unit - Cause TempUnit to damage TempUnit2, dealing (50.00 + (50.00 x (Real((Level of Knockback for TempUnit))))) damage of attack type Hero and damage type Universal
- Set KnockbackCall_Unit = TempUnit2
- Set KnockbackCall_Dur = 1.00
- Set KnockbackCall_Dist = 400.00
- Set KnockbackCall_Angle = (Angle from TempLoc to TempLoc2)
- Set KnockbackCall_SFX = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
- Set KnockbackCall_DestroyTree = True
- Trigger - Run Knocback Call <gen> (ignoring conditions)
- Else - Actions
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
When the unit is becomes unhidden it selects the unit , but I want to select unit if the player was selected the unit before it hides,is it possible, IF I was selected before it will select, and If I was controling another unit it doesn't select
+rep!