Shackleshot - Windrunner

BhoszKen13

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Can someone look at my triggers? -__- I cant seem to find what's causing it to not execute properly.
the spell is shackleshot in dota.
the spells description:
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.

The problem is when i cast the spell, nothing happens.
Trigger:
  • Shackleshot
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Shackleshot
    • Actions
    • Set S_Counts = (S_Counts + 1)
    • Set S_Caster[S_Counts] = (Triggering unit)
    • Set S_Target[S_Counts] = (Target unit of ability being cast)
    • Set S_Boolean[S_Counts] = False
    • Set TempLoc = (Position of (Triggering unit))
    • Unit - Create 1 Shackleshot Missile for (Owner of (Triggering unit)) at TempLoc facing Default building facing degrees
    • Unit - Set the custom value of (Last created unit) to S_Counts
    • Unit Group - Add (Last created unit) to S_SpellGroup
    • Trigger - Turn on Shackleshot Periodic <gen>
    • Custom script: call RemoveLocation (udg_TempLoc)


Trigger:
  • Shackleshot Periodic
    • Events
    • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
    • Unit Group - Pick every unit in S_SpellGroup and do (Actions)
    • Loop - Actions
    • Set S_CusVal = (Custom value of (Picked unit))
    • Set S_DummyLoc = (Position of (Picked unit))
    • Set S_TargetLoc = (Position of S_Target[S_CusVal])
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • And - All (Conditions) are true
    • Conditions
    • (Distance between S_DummyLoc and S_TargetLoc) Greater than or equal to 40.00
    • S_Boolean[S_CusVal] Not equal to True
    • Then - Actions
    • Set S_Angle = (Angle from S_DummyLoc to S_TargetLoc)
    • Set S_Movement = (S_DummyLoc offset by 40.00 towards S_Angle degrees)
    • Unit - Move (Picked unit) instantly to S_Movement, facing S_Angle degrees
    • Set S_AnimateReal[S_CusVal] = (S_AnimateReal[S_CusVal] + 40.00)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • S_AnimateReal[S_CusVal] Greater than or equal to 80.00
    • Then - Actions
    • Animation - Play (Picked unit)'s birth animation
    • Set S_AnimateReal[S_CusVal] = 0.00
    • Else - Actions
    • Else - Actions
    • Set S_CastAngle[S_CusVal] = (Angle from (Position of S_Caster[S_CusVal]) to S_TargetLoc)
    • Set S_TargetGroup = (Units within 525.00 of S_DummyLoc matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is A ground unit) Equal to True)) and ((((Matching unit) is Magic Immune) Not equal to True) and (((((Matching unit) is Mechanical) Not eq
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Number of units in S_TargetGroup) Greater than 0
    • Then - Actions
    • Unit Group - Pick every unit in S_TargetGroup and do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Picked unit) is A Hero) Equal to True
    • Then - Actions
    • Unit Group - Add (Picked unit) to S_HeroGroup
    • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Number of units in S_HeroGroup) Equal to 0
    • Then - Actions
    • Set S_SecTarget = (Random unit from S_TargetGroup)
    • Else - Actions
    • Set S_SecTarget = (Random unit from S_HeroGroup)
    • Set S_Boolean[S_CusVal] = True
    • Lightning - Create a Magic Leash lightning effect from source S_TargetLoc to target (Position of S_SecTarget)
    • Lightning - Change color of (Last created lightning effect) to (0.00 1.00 0.00) with 1.00 alpha
    • Set S_Lightning[S_CusVal] = (Last created lightning effect)
    • Unit - Kill (Picked unit)
    • Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
    • Unit - Add Shackleshot Stun to (Last created unit)
    • Unit - Set level of Shackleshot Stun for (Last created unit) to (1 + (Level of Shackleshot for S_Caster[S_CusVal]))
    • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_Target[S_CusVal]
    • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
    • Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
    • Unit - Add Shackleshot Stun to (Last created unit)
    • Unit - Set level of Shackleshot Stun for (Last created unit) to (1 + (Level of Shackleshot for S_Caster[S_CusVal]))
    • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_SecTarget
    • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
    • Else - Actions
    • Destructible - Pick every destructible within 525.00 of S_TargetLoc and do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • And - All (Conditions) are true
    • Conditions
    • (Angle from S_TargetLoc to (Position of (Picked destructible))) Greater than or equal to (S_CastAngle[S_CusVal] - 40.00)
    • (Angle from S_TargetLoc to (Position of (Picked destructible))) Less than or equal to (S_CastAngle[S_CusVal] + 40.00)
    • Then - Actions
    • Set S_Boolean[S_CusVal] = True
    • Lightning - Create a Magic Leash lightning effect from source S_TargetLoc to target (Position of (Picked destructible))
    • Lightning - Change color of (Last created lightning effect) to (0.00 1.00 0.00) with 1.00 alpha
    • Set S_Lightning[S_CusVal] = (Last created lightning effect)
    • Animation - Play (Picked destructible)'s hit animation
    • Unit - Kill (Picked unit)
    • Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
    • Unit - Add Shackleshot Stun to (Last created unit)
    • Unit - Set level of Shackleshot Stun for (Last created unit) to (1 + (Level of Shackleshot for S_Caster[S_CusVal]))
    • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_Target[S_CusVal]
    • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
    • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • S_Boolean[S_CusVal] Not equal to True
    • Then - Actions
    • Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
    • Unit - Add Shackleshot Stun to (Last created unit)
    • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_Target[S_CusVal]
    • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
    • Unit - Remove (Picked unit) from the game
    • Unit Group - Remove (Picked unit) from S_SpellGroup
    • Else - Actions
    • Custom script: call RemoveLocation (udg_S_TargetLoc)
    • Custom script: call RemoveLocation (udg_S_DummyLoc)
    • Custom script: call RemoveLocation (udg_S_Movement)
    • Custom script: call DestroyGroup (udg_S_TargetGroup)
    • Custom script: call DestroyGroup (udg_S_HeroGroup)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • And - All (Conditions) are true
    • Conditions
    • S_LightningDuration[S_CusVal] Less than (0.75 + (0.75 x (Real((Level of Shackleshot for S_Caster[S_CusVal])))))
    • S_Boolean[S_CusVal] Equal to True
    • Then - Actions
    • Set S_LightningDuration[S_CusVal] = (S_LightningDuration[S_CusVal] + 0.04)
    • Else - Actions
    • Lightning - Destroy S_Lightning[S_CusVal]
    • Unit - Remove (Picked unit) from the game
    • Unit Group - Remove (Picked unit) from S_SpellGroup
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Number of units in S_SpellGroup) Equal to 0
    • Then - Actions
    • Trigger - Turn off (This trigger)
    • Else - Actions


here's the map incase you need it.
 

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I don't have time to try and fix it. But the problem is that your dummy unit is getting killed too soon (almost instantly after it being created.) and it isn't moved at all.

Maybe you should try another system. Instead of checking the distance between target and dummy every second. You should move the dummy every second and if it comes near the target then do the other stuff.
 
I don't have time to try and fix it. But the problem is that your dummy unit is getting killed too soon (almost instantly after it being created.) and it isn't moved at all.

Maybe you should try another system. Instead of checking the distance between target and dummy every second. You should move the dummy every second and if it comes near the target then do the other stuff.
I'll try to fix this. XDD but thanks for the heads up :)

EDIT: can't seem to find what's killing the unit instantly. zzz -____-
pls fix it for me
 
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