Special Effect doesn't show and need triggering help!


Hey again!

I have got an ability that should do like cast a smoke bomb on where the unit attacks and i don't know how to do that condition and also i have a special effect problem, the impact effect doesn't show when it touches the ground (cloud ability) and one last thing, is there a way to make the special effect last longer (like a attack the units the smoke bomb lunches and when it it hits impact then the cloud stays there for 4 -5 seconds)?

My trigger:
  • Example 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Smoke Bomb
    • Actions
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
          • Set MS_dmg_source = (Casting unit)
          • Set MS_owner = (Owner of (Casting unit))
          • Set MS_create_point = (Position of (Casting unit))
          • Set MS_target_point = (Target point of ability being cast)
          • Set MS_damage = 100.00
          • Set MS_seconds_to_reach = 2.00
          • Set MS_angle = (Angle from MS_create_point to MS_target_point)
          • Set MS_distance = (Distance between MS_create_point and MS_target_point)
          • Set MS_missile_gfx = Abilities\Spells\Other\AcidBomb\BottleMissile.mdl
          • Set MS_impact_gfx = Abilities\Spells\Human\CloudOfFog\CloudOfFog.mdl
          • Set MS_unit_hit_eff = Abilities\Spells\Human\CloudOfFog\CloudOfFog.mdl
          • Set MS_arcs = True
          • -------- If MS_arc = true aply the following settings --------
          • Set MS_arc_dist = 300.00
          • Set MS_arc_type = (Integer A)
          • -------- --- --------
          • Set MS_parabola = False
          • -------- --- --------
          • Trigger - Run MS init <gen> (ignoring conditions)
          • Custom script: call RemoveLocation(udg_MS_create_point)
          • Custom script: call RemoveLocation(udg_MS_target_point)


(Evol)ution is nothing without love.
All that trigger does it set variables, am I missing something?

For the special effect have a dummy unit cast it as channeled and stop it when needed.
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