my problem is, and i dont know why it is happening but here it is:
when i loop for example a thunderclap or some other sfx or doodad for say to circle around a unit from a specific radius and i dont want it instantly but gradually in time to encircled around the hero. but when i add wait 'small value' to the loop between effects it seems to screw it up and it doesnt show any effects.
same goes for moving units from spell being cast. when i do for loop for a unit to move (enemy) from the casting units facing angle constant by some small value and i add wait it screws up and doesnt move the enemy at all.
well here is wat it looks like simply i would like to make it move the unit backwards while having it look good special effect ground effect each time it moves back
when i loop for example a thunderclap or some other sfx or doodad for say to circle around a unit from a specific radius and i dont want it instantly but gradually in time to encircled around the hero. but when i add wait 'small value' to the loop between effects it seems to screw it up and it doesnt show any effects.
same goes for moving units from spell being cast. when i do for loop for a unit to move (enemy) from the casting units facing angle constant by some small value and i add wait it screws up and doesnt move the enemy at all.
well here is wat it looks like simply i would like to make it move the unit backwards while having it look good special effect ground effect each time it moves back
Code:
punch
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Punch
Actions
Set targettemp[2] = (Target unit of ability being cast)
Set z = 0
For each (Integer A) from 1 to (Strength of (Triggering unit) (Include bonuses)), do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the origin of targettemp[2] using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Wait 0.10 seconds
Set z = (z + 33)
Unit - Move targettemp[2] instantly to ((Position of (Triggering unit)) offset by (Real(z)) towards (Facing of (Triggering unit)) degrees)
Unit - Cause (Triggering unit) to damage targettemp[2], dealing ((Real((Strength of (Casting unit) (Include bonuses)))) / 2.00) damage of attack type Spells and damage type Normal
Set targettemp[2] = No unit