Trigger does not fire on second cast?

CuteCumber

Member
Reaction score
4
Trigger:
  • Whirlwind
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Whirlwind
    • Actions
      • Set WCaster = (Triggering unit)
      • Set WCasterPoint = (Position of WCaster)
      • Set WTargetPoint = (Target point of ability being cast)
      • Unit - Create 1 Whirlwind for (Owner of WCaster) at WCasterPoint facing Default building facing (270.0) degrees
      • Set Whirlwind = (Last created unit)
      • Set WPoint = (Position of Whirlwind)
      • Set WAngle = (Angle from WCasterPoint to WTargetPoint)
      • Trigger - Turn on Whirlwind Effect <gen>


Trigger:
  • Whirlwind
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Whirlwind
    • Actions
      • Set WCaster = (Triggering unit)
      • Set WCasterPoint = (Position of WCaster)
      • Set WTargetPoint = (Target point of ability being cast)
      • Unit - Create 1 Whirlwind for (Owner of WCaster) at WCasterPoint facing Default building facing (270.0) degrees
      • Set Whirlwind = (Last created unit)
      • Set WPoint = (Position of Whirlwind)
      • Set WAngle = (Angle from WCasterPoint to WTargetPoint)
      • Trigger - Turn on Whirlwind Effect <gen>


The problem is... When the whirlwind hits the same unit second time, nothing happen. Please help me. Thank you.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
You just posted the same trigger twice...

Post the "Whitlwind Effect" trigger too :p
 

CuteCumber

Member
Reaction score
4
oopss..Sorry.. Here you go.

Trigger:
  • Whirlwind Effect
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between WCasterPoint and WTargetPoint) Less than (<) 50.00
        • Then - Actions
          • Unit - Remove Whirlwind from the game
          • Custom script: call RemoveLocation(udg_WCasterPoint)
          • Custom script: call RemoveLocation(udg_WTargetPoint)
          • Custom script: call RemoveLocation(udg_WPoint)
          • Custom script: call RemoveLocation(udg_WMove)
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Set WPoint = (Position of Whirlwind)
          • Set WMove = (WPoint offset by 40.00 towards WAngle degrees)
          • Unit - Move Whirlwind instantly to WMove, facing WAngle degrees
          • Unit Group - Pick every unit in (Units within 200.00 of WPoint matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of WCaster)) Equal to (==) True)))) and do (Actions)
            • Loop - Actions
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in WGroup) Equal to (==) False
                • Then - Actions
                  • Set WPickedUnitPoint = (Position of (Picked unit))
                  • Unit Group - Add (Picked unit) to WGroup
                  • Unit - Cause WCaster to damage (Picked unit), dealing (90.00 x (Real((Level of Whirlwind for WCaster)))) damage of attack type Spells and damage type Normal
                  • Unit - Create 1 Dummy for (Owner of WCaster) at WPickedUnitPoint facing Default building facing (270.0) degrees
                  • Unit - Add Slow (Whirlwind) to (Last created unit)
                  • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
                  • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
                  • Unit - Move (Picked unit) instantly to WPoint
                  • Custom script: call RemoveLocation(udg_WPickedUnitPoint)
                • Else - Actions
          • Custom script: call RemoveLocation(udg_WPoint)
          • Custom script: call RemoveLocation(udg_WMove)


Description: A'khuztakz gathers the air around him to create a whirlwind. He throws the whirlwind in front dealing damage. Damaged unit will have their movement speed reduced by 30% for 3 seconds and their position reseted.
 

Laiev

Hey Listen!!
Reaction score
188
Description: A'khuztakz gathers the air around him to create a whirlwind. He throws the whirlwind in front dealing damage. Damaged unit will have their movement speed reduced by 30% for 3 seconds and their position reseted.

what? :eek:

hmm... about trigger.... you leak here:

Trigger:
  • Unit Group - Pick every unit in (Units within 200.00 of WPoint matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of WCaster)) Equal to (==) True)))) and do (Actions)

fix:
Trigger:
  • Set UNITGROUP = (Units within 200.00 of WPoint matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of WCaster)) Equal to (==) True))))
    • Custom Script: call DestroyGroup (udg_UNITGROUP)


just destroy the group when you don't use more... but you NEED to destroy or you'll leak :D again...
 

CuteCumber

Member
Reaction score
4
Ok..I'll try.Btw, A'khuztakz was a name for my hero, the Ancient of Wind. Kinda weird huh??Haha.

EDIT: Tried,but was not fixed, the second cast does not do anything on the units that was hit by the first cast.

Latest trigger:
Trigger:
  • Whirlwind Effect
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between WCasterPoint and WTargetPoint) Less than (<) 50.00
        • Then - Actions
          • Unit - Remove Whirlwind from the game
          • Custom script: call RemoveLocation(udg_WCasterPoint)
          • Custom script: call RemoveLocation(udg_WTargetPoint)
          • Custom script: call RemoveLocation(udg_WPoint)
          • Custom script: call RemoveLocation(udg_WMove)
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Set WPoint = (Position of Whirlwind)
          • Set WMove = (WPoint offset by 40.00 towards WAngle degrees)
          • Unit - Move Whirlwind instantly to WMove, facing WAngle degrees
          • Set WUnitGroup = (Units within 200.00 of WPoint matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of WCaster)) Equal to (==) True))))
          • Unit Group - Pick every unit in WUnitGroup and do (Actions)
            • Loop - Actions
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is in WGroup) Equal to (==) False
                • Then - Actions
                  • Set WPickedUnitPoint = (Position of (Picked unit))
                  • Unit Group - Add (Picked unit) to WGroup
                  • Unit - Cause WCaster to damage (Picked unit), dealing (90.00 x (Real((Level of Whirlwind for WCaster)))) damage of attack type Spells and damage type Normal
                  • Unit - Create 1 Dummy for (Owner of WCaster) at WPickedUnitPoint facing Default building facing (270.0) degrees
                  • Unit - Add Slow (Whirlwind) to (Last created unit)
                  • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
                  • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
                  • Unit - Move (Picked unit) instantly to WPoint
                  • Custom script: call RemoveLocation(udg_WPickedUnitPoint)
                • Else - Actions
          • Custom script: call DestroyGroup(udg_WUnitGroup)
          • Custom script: call RemoveLocation(udg_WPoint)
          • Custom script: call RemoveLocation(udg_WMove)
 
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