whoopwhoop
Cool Member
- Reaction score
- 1
EDIT: ok, last problem got fixed but now I have a new problem with a spell.
One of the heroes in the map has an ability that's based on Aerial Shackles, but I made a trigger so that it also pulls the targeted unit towards the caster.
When I cast it on a unit it works fine and it's MPI too now, but when I cast it on a unit and then cast it with another hero (owned by a different player) on that same unit it pulls the unit towards the location of the previous caster. And I don't understand why...
These are the triggers:
Anyone know what it is that cause the unit to move to the location of the previous caster?
One of the heroes in the map has an ability that's based on Aerial Shackles, but I made a trigger so that it also pulls the targeted unit towards the caster.
When I cast it on a unit it works fine and it's MPI too now, but when I cast it on a unit and then cast it with another hero (owned by a different player) on that same unit it pulls the unit towards the location of the previous caster. And I don't understand why...
These are the triggers:
Trigger:
- Soul Extraction
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to (==) Soul Extraction (Demon Lord)
- Actions
- Set Unit_SE[(Player number of (Triggering player))] = (Triggering unit)
- Set TUnit_SE[(Player number of (Triggering player))] = (Target unit of ability being cast)
- Set Point1_SE[(Player number of (Triggering player))] = (Position of (Triggering unit))
- Set Point2_SE[(Player number of (Triggering player))] = (Position of (Target unit of ability being cast))
- Set Real2_SE[(Player number of (Triggering player))] = ((Distance between Point1_SE[(Player number of (Triggering player))] and Point2_SE[(Player number of (Triggering player))]) x -0.03)
- Set Boolean_SE[(Player number of (Triggering player))] = False
- Unit - Turn collision for TUnit_SE[(Player number of (Triggering player))] Off
- Trigger - Turn on OO Soul Extraction Pull <gen>
- Events
Trigger:
- OO Soul Extraction Pull
- Events
- Time - Every 0.06 seconds of game time
- Conditions
- Actions
- Set Integer[1] = 0
- Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Multiple ConditionsAnd - All (Conditions) are true
- Conditions
- (TUnit_SE[(Integer A)] has buff Soul Extraction ) Equal to (==) True
- Boolean_SE[(Integer A)] Equal to (==) False
- (Unit_SE[(Integer A)] is alive) Equal to (==) True
- (TUnit_SE[(Integer A)] is alive) Equal to (==) True
- Conditions
- Multiple ConditionsAnd - All (Conditions) are true
- Then - Actions
- Set Point[1] = (Position of Unit_SE[(Integer A)])
- Set Point[2] = (Position of TUnit_SE[(Integer A)])
- Set Real[1] = (Angle from Point1_SE[(Integer A)] to Point[2])
- Set Point[3] = (Point[2] offset by Real2_SE[(Integer A)] towards Real[1] degrees)
- Unit - Move TUnit_SE[(Integer A)] instantly to Point[3]
- Set Point[2] = (Position of TUnit_SE[(Integer A)])
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Distance between Point[1] and Point[2]) Less than (<) 120.00
- Then - Actions
- Set Boolean_SE[(Integer A)] = True
- Else - Actions
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Set Point[1] = (Position of No unit)
- Custom script: call RemoveLocation (udg_Point[1])
- Custom script: call RemoveLocation (udg_Point[2])
- Custom script: call RemoveLocation (udg_Point[3])
- Else - Actions
- Unit - Turn collision for TUnit_SE[(Integer A)] On
- Set Integer[1] = (Integer[1] + 1)
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Integer[1] Equal to (==) 12
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
- Set Integer[1] = 0
- Events
Anyone know what it is that cause the unit to move to the location of the previous caster?