Please check this trigger and see what's wrong..

KooH

New Member
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1
Trigger:
  • Mana bomb
    • Events
      • Unit - A unit Spawns a summoned unit
    • Conditions
      • (Unit-type of (Summoned unit)) Equal to Mana Bomb Dummy
    • Actions
      • Set ManaBombCaster = (Summoning unit)
      • Unit Group - Add (Summoning unit) to ManaBombCasterGroup
      • Set Temp_Point = (Position of ManaBombCaster)
      • Unit - Create 1 FlameStrike Effect for (Owner of ManaBombCaster) at Temp_Point facing Default building facing degrees
      • Unit - Pause ManaBombCaster
      • Set Temp_Group1 = (Units within 500.00 of Temp_Point matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of ManaBombCaster)) Equal to True) and (((Matching unit) is Magic Immune) Equal to False))))
      • Animation - Change (Summoned unit) flying height to 100.00 at 200.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Summoned unit) is alive) Equal to True
        • Then - Actions
          • Do nothing
        • Else - Actions
          • Unit Group - Pick every unit in ManaBombCasterGroup and do (Unit - Unpause (Picked unit))
          • Sound - Play H01VillagerC38 <gen> at 100.00% volume, located at Temp_Point with Z offset 0.00
          • Unit - Create 1 Mana Bomb Cast Dummy for (Owner of (Random unit from ManaBombCasterGroup)) at Temp_Point facing Default building facing degrees
          • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
            • Loop - Actions
              • Unit - Cause (Last created unit) to damage (Picked unit), dealing ((Mana of ManaBombCaster) + (Real((Level of WitchWMC - Mana Bomb for ManaBombCaster)))) damage of attack type Spells and damage type Normal
              • Unit - Create 1 Mana Bomb Effect for Neutral Passive at Temp_Point facing Default building facing degrees
          • Unit - Set mana of ManaBombCaster to 0.00%
          • Custom script: call DestroyGroup(udg_Temp_Group1)
          • Custom script: call RemoveLocation(udg_Temp_Point)


Basically, when the witch summons a mana bomb, it drops from 1000 height to 100, then blows up, dealing dmg based on her mana and level of the skill. but, somehow it doesn't do any damage and she doesn't get unpaused.. where is the mistake?
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
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76
The problem lies in your if/then/else. You're saying "If Summoned unit is alive, do nothing."
 

fogrn

New Member
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Add a Wait for Conditon, with the condition being the flying height of the summoned unit is 100, instead of the if statement.
 

KooH

New Member
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I cant. I'm trying to make a MUI so, i don't want to add wait trigger in it.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
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76
Swap the Do nothing and the Else action places.

P.S. You don't need the do nothing there.
 

KooH

New Member
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No.. What im trying to make is I made the summon duration to 5 seconds. So, once its dead, then it will do the trigger damage. So, i can't swap the else and then.
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
No.. What im trying to make is I made the summon duration to 5 seconds. So, once its dead, then it will do the trigger damage. So, i can't swap the else and then.

Make a new trigger that triggers when a unit of that type dies. Move the else actions there and delete the if/then.
 

KooH

New Member
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then, how about the caster? do i have to make a different trigger and set the variable there?
 

AoW_Hun7312

I'm a magic man, I've got magic hands.
Reaction score
76
Trigger 1:
1. Create the unit, do the effects, etc.

Trigger 2:
1. Detect when the unit dies.
2. Set all units that are not-magic-immune, are alive, and are not a structure to a group.
3. Cycle through all of the units and do what you want.

P.S. Use "Owner of Dying Unit" when wanting to trigger kills/etc.
 

KooH

New Member
Reaction score
1
Not working... the trigger stops after pausing her...

Please fix this.

Trigger:
  • Mana Bomb Init
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to WitchWMC - Mana Bomb
    • Actions
      • Set ManaBombCaster = (Triggering unit)
      • Unit Group - Add ManaBombCaster to ManaBombCasterGroup
      • Set Temp_Point = (Position of ManaBombCaster)
      • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
      • Trigger - Run Mana bomb <gen> (checking conditions)


Trigger:
  • Mana bomb
    • Events
    • Conditions
      • (Number of units in ManaBombCasterGroup) Greater than 0
    • Actions
      • Unit - Pause ManaBombCaster
      • Set Temp_Group1 = (Units within 500.00 of Temp_Point matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of ManaBombCaster)) Equal to True) and (((Matching unit) is Magic Immune) Equal to False))))
      • Unit - Create 1 Mana Bomb Dummy for (Owner of ManaBombCaster) at Temp_Point facing Default building facing degrees
      • Set ManaBombDummy = (Last created unit)
      • Animation - Change ManaBombDummy flying height to 100.00 at 180.00
      • Unit - Add a 5.00 second Generic expiration timer to ManaBombDummy
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (ManaBombDummy is dead) Equal to True
        • Then - Actions
          • Sound - Play H01VillagerC38 <gen> at 100.00% volume, located at Temp_Point with Z offset 0.00
          • Unit - Create 1 Mana Bomb Cast Dummy for (Owner of ManaBombCaster) at Temp_Point facing Default building facing degrees
          • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
            • Loop - Actions
              • Unit - Cause ManaBombCaster to damage (Picked unit), dealing ((Mana of ManaBombCaster) + (Real((Level of WitchWMC - Mana Bomb for ManaBombCaster)))) damage of attack type Spells and damage type Normal
              • Unit - Create 1 Mana Bomb Effect for Neutral Passive at Temp_Point facing Default building facing degrees
          • Unit - Set mana of ManaBombCaster to 0.00%
          • Unit Group - Pick every unit in ManaBombCasterGroup and do (Unit - Unpause (Picked unit))
          • Custom script: call DestroyGroup(udg_Temp_Group1)
          • Custom script: call RemoveLocation(udg_Temp_Point)
        • Else - Actions
          • Trigger - Turn off (This trigger)
 

fogrn

New Member
Reaction score
2
Leave the first trigger as is. End the 2nd trigger after adding the 5 second expiration timer. Add a third trigger with

Event
A unit dies
Condition
(Dying unit) Equal to ManaBombDummy

and for the actions put your Then-Actions from your 2nd trigger
 

KooH

New Member
Reaction score
1
But, using expirable timer makes the skill not MUI, so is there any other way to fix that trigger?
 

KooH

New Member
Reaction score
1
Trigger:
  • Mana Bomb Init
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to WitchWMC - Mana Bomb
    • Actions
      • Set ManaBombCaster = (Triggering unit)
      • Unit Group - Add ManaBombCaster to ManaBombCasterGroup
      • Set Temp_Point = (Position of ManaBombCaster)
      • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
      • Unit - Pause ManaBombCaster
      • Unit - Create 1 Mana Bomb Dummy for (Owner of ManaBombCaster) at Temp_Point facing Default building facing degrees
      • Set ManaBombDummy = (Last created unit)
      • Animation - Change ManaBombDummy flying height to 100.00 at 180.00
      • Unit - Add a 5.00 second Generic expiration timer to ManaBombDummy


Trigger:
  • Mana bomb Cast
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to ManaBombDummy
    • Actions
      • Set Temp_Group1 = (Units within 500.00 of Temp_Point matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of ManaBombCaster)) Equal to True) and (((Matching unit) is Magic Immune) Equal to False))))
      • Sound - Play H01VillagerC38 <gen> at 100.00% volume, located at Temp_Point with Z offset 0.00
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Cause ManaBombCaster to damage (Picked unit), dealing ((Mana of ManaBombCaster) + (Real((Level of WitchWMC - Mana Bomb for ManaBombCaster)))) damage of attack type Spells and damage type Normal
          • Unit - Create 1 Mana Bomb Effect for Neutral Passive at Temp_Point facing Default building facing degrees
      • Unit - Unpause ManaBombCaster
      • Unit - Set mana of ManaBombCaster to 0.00%
      • Special Effect - Destroy (Last created special effect)
      • Unit Group - Remove ManaBombCaster from ManaBombCasterGroup
      • Custom script: call DestroyGroup(udg_Temp_Group1)
      • Custom script: call RemoveLocation(udg_Temp_Point)


Sorry for double post, but This is really irritating.. Now those triggers just keeps looping somehow... When the second trigger is finished, somehow It repeats the first trigger, then goes onto second trigger, then first trigger... then so on.. I really don't know what's wrong with it.

Solved...somehow..haha
 
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