Missle Dummy Help.

Xbing

New Member
Reaction score
0
The missle does fire but it only does for the 1st time the rest of the time the missle just stays there, and even if it does fire it will not hit the target, it will just circle the target. The problem must be with the dummy as the other 2 self damaging actions work. thanks for any help.



Trigger:
  • Player 1 Missle Fired
    • Events
      • Unit - A unit owned by Player 1 (Red) Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Fire Missle
    • Actions
      • Set Missle_Hit[1] = False
      • Unit - Remove Fire Missle from (Triggering unit)
      • Selection - Clear selection for Player 1 (Red)
      • Game - Display to Player Group - Player 1 (Red) the text: Lock on to a target...
      • Wait 5.00 seconds
      • Set Missle_Target[1] = (Units currently selected by Player 1 (Red))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in Missle_Target[1]) Equal to 0
        • Then - Actions
          • Set Missle_Hit[1] = True
          • Special Effect - Create a special effect attached to the overhead of Planes[1] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
          • Unit - Cause Planes[1] to damage Planes[1], dealing 1000.00 damage of attack type Pierce and damage type Normal
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • Unit Group - Pick every unit in Missle_Target[1] and do (Actions)
            • Loop - Actions
              • Set Missle_Lock[1] = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Planes[1] Equal to Missle_Lock[1]
                • Then - Actions
                  • Set Missle_Hit[1] = True
                  • Special Effect - Create a special effect attached to the overhead of Planes[1] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
                  • Unit - Cause Planes[1] to damage Planes[1], dealing 1000.00 damage of attack type Pierce and damage type Normal
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
                  • Set Missle_DM_Point[1] = (Position of Planes[1])
                  • Unit - Create 1 MDummy for Player 1 (Red) at Missle_DM_Point[1] facing (Angle from Missle_DM_Point[1] to (Position of (Picked unit))) degrees
                  • Set Missle_DM[1] = (Last created unit)
                  • Trigger - Turn on Player 1 Missle Chase <gen>
                  • Trigger - Turn on Player 1 Missle R Chase <gen>
                  • Set Missle_Launched[1] = True
                  • Custom script: call RemoveLocation (udg_Missle_DM_Point [1])
      • Custom script: call DestroyGroup (udg_Missle_Target [1])
      • Wait until ((Missle_Hit[1] Equal to True) or (M_DM_Expiry[1] Greater than or equal to 500)), checking every 0.10 seconds
      • Set Missle_Launched[1] = False
      • Trigger - Turn off Player 1 Missle R Chase <gen>
      • Trigger - Turn off Player 1 Missle Chase <gen>
      • Unit - Add Fire Missle to (Triggering unit)
    • Player 1 Missle Chase
      • Events
        • Time - Every 0.01 seconds of game time
      • Conditions
      • Actions
        • Set M_DM_Expiry[1] = (M_DM_Expiry[1] + 1)
        • Unit - Make Missle_DM[1] face Missle_Lock[1] over 0.00 seconds
        • Set M_DM_Mvmt_Point[1] = ((Position of Missle_DM[1]) offset by 30.00 towards (Facing of Missle_DM[1]) degrees)
        • Unit - Move Missle_DM[1] instantly to M_DM_Mvmt_Point[1]
        • Custom script: call RemoveLocation (udg_M_DM_Mvmt_Point [1])
        • If (M_DM_Expiry[1] Greater than or equal to 499) then do (Unit - Remove Missle_DM[1] from the game) else do (Do nothing)
    • Player 1 Missle R Chase
      • Events
        • Time - Every 0.01 seconds of game time
      • Conditions
      • Actions
        • Set M_R_Point[1] = (Position of Missle_DM[1])
        • Region - Center MS1 <gen> on M_R_Point[1]
        • Custom script: call RemoveLocation(udg_M_R_Point [1])
    • Player 1 Missle Hit
      • Events
        • Unit - A unit enters MS1 <gen>
      • Conditions
        • Missle_Launched[1] Equal to True
        • (Triggering unit) Not equal to Missle_DM[1]
        • (Triggering unit) Not equal to Planes[1]
      • Actions
        • Set Missle_Hit[1] = True
        • Unit - Remove Missle_DM[1] from the game
        • Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
        • Unit - Cause Planes[1] to damage (Triggering unit), dealing 1000.00 damage of attack type Pierce and damage type Normal
        • Special Effect - Destroy (Last created special effect)
 

canons200

New Member
Reaction score
50
so messy, don't know variable do what action
please explain for each trigger, what they do
 
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