Problem with a spell

Chao

Setting sail for fail in the sea of lame.
Reaction score
63
Hey, thanks for taking the time to help.

We'll start with the tooltip, so you know what it's supposed to do, then triggers, then I'll explain the problem.

"The Wendigo slams an opponent, stunning the target for 3 seconds and dealing damage over time. The blow is struck with such force that the target is thrown backwards for 2 seconds, becoming a gravitational missile that pulls other units in and knocking them back as well."

Trigger:
  • Overpower
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Overpower 4 Ult
    • Actions
      • Set ZAB_OverpowerCaster = (Casting unit)
      • Set ZAB_OverpowerTarg = (Target unit of ability being cast)
      • Set MemSaverPoint = (Position of ZAB_OverpowerCaster)
      • Set MemSaverPointB = (Position of ZAB_OverpowerTarg)
      • Set ZAB_OverPowerTargAngle = (Angle from MemSaverPoint to MemSaverPointB)
      • Custom script: call RemoveLocation(udg_MemSaverPoint)
      • Custom script: call RemoveLocation(udg_MemSaverPointB)
      • Trigger - Turn on Overpower On <gen>
      • Wait 2.00 seconds
      • Trigger - Turn off Overpower On <gen>
      • Set ZAB_OverpowerCaster = No unit
      • Set ZAB_OverpowerTarg = No unit


Trigger:
  • Overpower On
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set MemSaverPoint = (Position of ZAB_OverpowerTarg)
      • Unit - Move ZAB_OverpowerTarg instantly to (MemSaverPoint offset by (3.25 + (0.75 x (Real((Level of Overpower 4 Ult for ZAB_OverpowerCaster))))) towards ZAB_OverPowerTargAngle degrees)
      • Unit - Cause ZAB_OverpowerCaster to damage ZAB_OverpowerTarg, dealing (2.50 + (1.10 x (Real((Level of Overpower 4 Ult for ZAB_OverpowerCaster))))) damage of attack type Spells and damage type Normal
      • Unit Group - Pick every unit in (Units within 245.00 of MemSaverPoint matching ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of ZAB_OverpowerCaster)) Equal to True) and ((Matching unit) Not equal to ZAB_OverpowerTarg)))) and do (Actions)
        • Loop - Actions
          • Unit Group - Add (Picked unit) to ZAB_OverpowerTargGroup
      • For each (Integer A) from 1 to 35, do (Actions)
        • Loop - Actions
          • Set ZAB_OverpowerPushTarg[(Integer A)] = (Random unit from ZAB_OverpowerTargGroup)
          • Special Effect - Create a special effect attached to the chest of ZAB_OverpowerPushTarg[(Integer A)] using Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Move ZAB_OverpowerPushTarg[(Integer A)] instantly to MemSaverPoint
          • Unit - Cause ZAB_OverpowerCaster to damage ZAB_OverpowerPushTarg[(Integer A)], dealing (1.25 + (0.65 x (Real((Level of Overpower 4 Ult for ZAB_OverpowerCaster))))) damage of attack type Spells and damage type Normal
          • Unit Group - Remove ZAB_OverpowerPushTarg[(Integer A)] from ZAB_OverpowerTargGroup
      • Custom script: call RemoveLocation(udg_MemSaverPoint)


It looks SUPER sharp, but the problem is in the angle; the units ALWAYS go straight up. I have a trigger that almost replicates this that works without flaw, so I'm tremendously curious as to why it's fail. Anyone have any ideas?
 

Ayanami

칼리
Reaction score
288
Is the purpose of this line to move the enemy units?

Trigger:
  • Unit - Move ZAB_OverpowerPushTarg[(Integer A)] instantly to MemSaverPoint


Is the skill like dragging all the enemy units in the area or is it random units in the area? Then, why use loop? Cant you pick all units in the group and make them knockback?

Is the knockback problem with the Targeted enemy or the AOE enemies?
 

Chao

Setting sail for fail in the sea of lame.
Reaction score
63
The reason is because it's single-target, then picks up more units as it travels along. That used to read a lot better; they moved to a point offset from their current location at a slower rate, so they could, in essence, "fall out" of the spell.
That part works fine.

But yeah, it's dragging them around.
 
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