Problem with this Spell Trigger (Easy problem)

duderock101

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I know the answer is going to be obviouse, but i'm too tired to see it ^^.

Trigger:
  • Mark of Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) has buff Mark of Death (Level 1)) Equal to True
    • Actions
      • Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
      • Unit Group - Pick every unit in (Units within 500.00 of (Position of (Dying unit)) matching ((Owner of (Picked unit)) Equal to (Owner of (Dying unit)))) and do (Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 500.00))
      • Special Effect - Destroy (Last created special effect)


The special effect plays and is destroy. But I think its the problem with the damaging ^^. Can somebody show me whats up with it ^^
+Rep if you help ^^
 

HydraRancher

Truth begins in lies
Reaction score
197
Trigger:
  • Unit Group - Pick every unit in (Units within 500.00 of (Position of (Dying unit)) matching ((Owner of (Matching unit)) Equal to (Owner of (Dying unit)))) and do (Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 500.00))


Matching Unit not Picked.

Also, don't modify life to damage somebody. Use the Unit - Damage Target.

Also, the trigger leaks lots of times.
 

Ayanami

칼리
Reaction score
288
Hmm, it should be due to "matching ((Owner of (Picked unit)) Equal to (Owner of (Dying unit))))". You're picking all units that belong to the owner of the dying unit. The triggers also leak.

Trigger:
  • Mark of Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) has buff Mark of Death (Level 1)) Equal to True
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Set TempGroup = (Units within 500.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 500.00 damage of attack type Chaos and damage type Universal
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: RemoveLocation(udg_TempPoint)
      • Custom script: DestroyGroup(udg_TempGroup)
 

duderock101

Check out my 2 Player Co-op RPG!
Reaction score
71
Trigger:
  • Mark of Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) has buff Mark of Death (Level 1)) Equal to True
    • Actions
      • Set TempPoint = (Position of (Dying unit))
      • Set TempGroup = (Units within 500.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 500.00 damage of attack type Chaos and damage type Universal
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Custom script: call DestroyGroup (udg_TempGroup)


Didn't work. It showed the special Effect but didn't do any damage
 

Ryushi

"I will stand, or I will fall. I will not sit."
Reaction score
59
I assume the trigger is supposed to damage all allied units around the dying unit. In that case, replace:

Set TempGroup = (Units within 500.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))

with

Set TempGroup = (Units within 500.00 of TempPoint matching (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))
 

Ayanami

칼리
Reaction score
288
Weird. Are you trying to damage enemy or allied units? Could you also post your triggers again?
 

duderock101

Check out my 2 Player Co-op RPG!
Reaction score
71
Trigger:
  • Mark of Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) has buff Mark of Death (Level 1)) Equal to True
    • Actions
      • Set TempPoint = (Position of (Dying unit))
      • Set TempGroup = (Units within 500.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 500.00 damage of attack type Chaos and damage type Universal
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Custom script: call DestroyGroup (udg_TempGroup)
 

Ryushi

"I will stand, or I will fall. I will not sit."
Reaction score
59
Try putting a message into the loop, to see if there are any units being put into the Unit Group.
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
You can't check whether a unit has buffs on death; a unit loses all buffs when it dies.

You'll have to use another method...for example, add the unit to a group when it gains the buff, and check periodically whether it still has the buff, and if not remove it from the group. Alternately, use damage detection and have the event be when a unit takes damage equal or greater than the unit's current life.
 

duderock101

Check out my 2 Player Co-op RPG!
Reaction score
71
I thought that might be the case, but that doesn't explain why the Special effect is appearing?
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Yes, that's a mystery, moreso because I thought that the Flame Strike effect is one of those that doesn't work if you destroy it immediately. Do you have any other relevant triggers, or could the ability or buff itself be creating the effect?
 
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