Ph[o]bia
New Member
- Reaction score
- 7
Question: Matching unit leak? or can cause any problem?
Problem:
The problem that is the explosion happen in two different place , center of map ( or w/e like this) and at the position i want it happen , how to make it only happen at the place i want it happen
The second problem that is the created unit continue to be created and go in a line when i want it don't do, how i could stop them spawning
Problem:
The problem that is the explosion happen in two different place , center of map ( or w/e like this) and at the position i want it happen , how to make it only happen at the place i want it happen
Trigger:
- PA Death
- Events
- Unit - A unit Dies
- Conditions
- Actions
- For each (Integer A) from 1 to PaIndex, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Triggering unit)) Equal to PA[Pheonix]
- Then - Actions
- Set PaPheonixPoint[(Integer A)] = (Position of PaPheonix[(Integer A)])
- For each (Integer B) from 1 to 20, do (Actions)
- Loop - Actions
- Set PaExplosionPoint1[(Integer A)] = (PaPheonixPoint[(Integer A)] offset by 50.00 towards ((Real((Integer B))) x (360.00 / 20.00)) degrees)
- Set PaExplosionPoint2[(Integer A)] = (PaPheonixPoint[(Integer A)] offset by 150.00 towards ((Real((Integer B))) x (360.00 / 20.00)) degrees)
- Set PaExplosionPoint3[(Integer A)] = (PaPheonixPoint[(Integer A)] offset by 250.00 towards ((Real((Integer B))) x (360.00 / 20.00)) degrees)
- Unit - Create 1 PA[Explosion] for (Owner of PaCaster[(Integer A)]) at PaExplosionPoint1[(Integer A)] facing PaPheonixPoint[(Integer A)]
- Unit - Add a 1.00 second Generic expiration timer to PaExplosion[(Integer A)]
- Set PaExplosion[(Integer A)] = (Last created unit)
- Unit - Create 1 PA[Explosion] for (Owner of PaCaster[(Integer A)]) at PaExplosionPoint2[(Integer A)] facing PaPheonixPoint[(Integer A)]
- Unit - Add a 1.00 second Generic expiration timer to PaExplosion2[(Integer A)]
- Set PaExplosion2[(Integer A)] = (Last created unit)
- Unit - Create 1 PA[Explosion] for (Owner of PaCaster[(Integer A)]) at PaExplosionPoint3[(Integer A)] facing PaPheonixPoint[(Integer A)]
- Unit - Add a 1.00 second Generic expiration timer to PaExplosion3[(Integer A)]
- Set PaExplosion3[(Integer A)] = (Last created unit)
- Loop - Actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to PaIndex, do (Actions)
- Events
The second problem that is the created unit continue to be created and go in a line when i want it don't do, how i could stop them spawning
Trigger:
- PA Periodic
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to PaIndex, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of PaPheonix[(Integer A)]) Equal to PA[Pheonix]
- Then - Actions
- Set PaPheonixAngle[(Integer A)] = (Facing of PaPheonix[(Integer A)])
- Set PaPheonixPoint[(Integer A)] = (Position of PaPheonix[(Integer A)])
- Set PaPheonixPointNew[(Integer A)] = (PaPheonixPoint[(Integer A)] offset by PaMoving[(Integer A)] towards PaPheonixAngle[(Integer A)] degrees)
- Set PaMoving[(Integer A)] = (PaMoving[(Integer A)] + 0.50)
- Unit - Move PaPheonix[(Integer A)] instantly to PaPheonixPointNew[(Integer A)], facing PaPheonixAngle[(Integer A)] degrees
- Unit - Create 1 PA[Burn] for (Owner of PaCaster[(Integer A)]) at PaPheonixPoint[(Integer A)] facing PaPheonixPoint[(Integer A)]
- Unit - Add a 1.00 second Generic expiration timer to PaBurn[(Integer A)]
- Set PaBurn[(Integer A)] = (Last created unit)
- Set PaBurnPoint[(Integer A)] = (Position of PaBurn[(Integer A)])
- Set PaGroupBurn[(Integer A)] = (Units within 300.00 of PaBurnPoint[(Integer A)] matching (((PaBurnMatching[(Integer A)] is A structure) Not equal to True) and (((PaBurnMatching[(Integer A)] is Magic Immune) Not equal to True) and ((PaBurnMatching[(Integer A)] belongs to an enemy of (Owner
- Set PaBurnMatching[(Integer A)] = (Matching unit)
- Unit Group - Pick every unit in PaGroupBurn[(Integer A)] and do (Actions)
- Loop - Actions
- Unit - Cause PaCaster[(Integer A)] to damage PaBurnTarget[(Integer A)], dealing PaDamageBurn[(Integer A)] damage of attack type Spells and damage type Normal
- Set PaBurnTarget[(Integer A)] = (Picked unit)
- Special Effect - Create a special effect attached to the chest of PaBurnTarget[(Integer A)] using Abilities\Weapons\LordofFlameMissile\LordofFlameMissile.mdl
- Special Effect - Destroy (Last created special effect)
- Loop - Actions
- Custom script: call RemoveLocation(udg_PaPheonixPoint[GetForLoopIndexA()])
- Custom script: call RemoveLocation(udg_PaPheonixPointNew[GetForLoopIndexA()])
- Custom script: call RemoveLocation(udg_PaBurnPoint[GetForLoopIndexA()])
- Custom script: call DestroyGroup(udg_PaGroupBurn[GetForLoopIndexA()])
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to PaIndex, do (Actions)
- Events