Meowier
New Member
- Reaction score
- 6
Mhm kay, I don't usually resort with this. I'm not this useless, but it's been a while since i've played with world editor, and i'm probably forgetting something very minor.
Essentially the spell is a Death Coil Barrage. IE. Targetted area of effect, allied undead are healed, enemy living are damaged.
I'm pretty sure I need to custom script remove the group, I have the code somewhere, i'll get around to that later. Any suggestions as to what is wrong? The dummy unit is invuln, locust... the death coil spell has default targets allowed, costs no mana, etc...
Essentially the spell is a Death Coil Barrage. IE. Targetted area of effect, allied undead are healed, enemy living are damaged.
Code:
Events
- Unit - A unit Starts the effect of an ability
Conditions
- (Ability being cast) Equal to Death Coil Barrage
Actions
- Set DeathCoilBarrage1[(Player number of (Owner of (Triggering unit)))] = (Target point of ability being cast)
- Set DeathCoilBarrage2[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
- Set DeathCoilBarrageGroup[(Player number of (Owner of (Triggering unit)))] - (Units within 300.00 of DeathCoilBarrage1[(Player number of (Owner of (Triggering unit)))] matching (((Matching unit) is A structure) Equal to False))
- Unit Group - Pick every unit in DeathCoilBarrageGroup[(Player number of (Owner of (Triggering unit)))] and do (Actions)
Loop - Actions
Unit - Create 1 Dummy Unit (Death Coil) for (Owner of (Triggering unit)) at DeathCoilBarrage2[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
Unit - Set level of Death Coil (Dummy) for (Last created unit) to (Level of Death Coil Barrage for (Triggering unit))
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Death Knight - Death Coil (Picked unit)
- Custom script: call RemoveLocation (udg_DeathCoilBarrage1[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
- Custom script: call RemoveLocation (udg_DeathCoilBarrage2[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
I'm pretty sure I need to custom script remove the group, I have the code somewhere, i'll get around to that later. Any suggestions as to what is wrong? The dummy unit is invuln, locust... the death coil spell has default targets allowed, costs no mana, etc...