I made this trigger below, and it is not working..
I want to make the Elune Arrow to be able to cast by multiple player...
How do i do it?
EDIT: hmm.. but is there a way to make it work?
I want to make the Elune Arrow to be able to cast by multiple player...
How do i do it?
Trigger:
- Elune Arrow
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Elune Arrow
- Actions
- Set Arrow_Count = (Arrow_Count + 1)
- Set Arrow_Caster[Arrow_Count] = (Casting unit)
- Set Arrow_CasterLoc[Arrow_Count] = (Position of Arrow_Caster[Arrow_Count])
- Set Arrow_TargetPoint[Arrow_Count] = (Target point of ability being cast)
- Set Arrow_Angle[Arrow_Count] = (Angle from Arrow_CasterLoc[Arrow_Count] to Arrow_TargetPoint[Arrow_Count])
- Unit - Create 1 Arrow Dummy for (Owner of Arrow_Caster[Arrow_Count]) at Arrow_CasterLoc[Arrow_Count] facing Arrow_Angle[Arrow_Count] degrees
- Set Arrow_Dummy[Arrow_Count] = (Last created unit)
- Set Arrow_DistanceTravel[Arrow_Count] = 0
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Elune Arrow Move <gen> is on) Not equal to True
- Then - Actions
- Trigger - Turn on Elune Arrow Move <gen>
- Else - Actions
- If - Conditions
- Events
Trigger:
- Elune Arrow Move
- Events
- Time - Every 0.04 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to Arrow_Count, do (Actions)
- Loop - Actions
- Set Arrow_DummyLoc[(Integer A)] = (Position of Arrow_Dummy[(Integer A)])
- Set Arrow_Movement[(Integer A)] = (Arrow_DummyLoc[(Integer A)] offset by 30.00 towards Arrow_Angle[(Integer A)] degrees)
- Unit - Move Arrow_Dummy[Arrow_Count] instantly to Arrow_Movement[(Integer A)]
- Set Arrow_DistanceTravel[(Integer A)] = (Arrow_DistanceTravel[(Integer A)] + 30)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Arrow_DistanceTravel[(Integer A)] Greater than or equal to 3000
- Then - Actions
- Unit - Remove Arrow_Dummy[(Integer A)] from the game
- Special Effect - Create a special effect at Arrow_DummyLoc[(Integer A)] using Abilities\Weapons\GryphonRiderMissile\GryphonRiderMissileTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Set Arrow_Count = (Arrow_Count - 1)
- Else - Actions
- If - Conditions
- Custom script: call RemoveLocation (udg_Arrow_DummyLoc[GetForLoopIndexA()])
- Custom script: call RemoveLocation (udg_Arrow_Movement[GetForLoopIndexA()])
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Arrow_Count Less than or equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- If - Conditions
- For each (Integer A) from 1 to Arrow_Count, do (Actions)
- Events
EDIT: hmm.. but is there a way to make it work?