Ph[o]bia
New Member
- Reaction score
- 7
I got a problem and a question
1-My problem is Ignis Strike Death 2 don't want to work and I don't know why. can you guys help me to make it work
2- my question is: did my unit group leaks?
1-My problem is Ignis Strike Death 2 don't want to work and I don't know why. can you guys help me to make it work
Trigger:
- Ignis Strike Init
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Ignis Strike
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ISIndex[1] Less than 100
- Then - Actions
- Set ISIndex[1] = (ISIndex[1] + 1)
- Else - Actions
- Set ISIndex[1] = 1
- If - Conditions
- Set ISCaster[ISIndex[1]] = (Triggering unit)
- Set ISAoe[ISIndex[1]] = 300.00
- Set ISTargetPoint[ISIndex[1]] = (Target point of ability being cast)
- Set ISFlying2[ISIndex[1]] = 2000.00
- Set ISOwner[ISIndex[1]] = (Owner of ISCaster[ISIndex[1]])
- Set ISCasterPoint[ISIndex[1]] = (Position of ISCaster[ISIndex[1]])
- Set ISAngle[ISIndex[1]] = 0.00
- Set ISFacingAngle[ISIndex[1]] = 0.00
- If ((Level of Ignis Strike for ISCaster[ISIndex[1]]) Equal to 1) then do (Set ISDamage[ISIndex[1]] = (Power((Real((Level of Ignis Strike for ISCaster[ISIndex[1]]))), 4.00))) else do (Do nothing)
- If ((Level of Ignis Strike for ISCaster[ISIndex[1]]) Equal to 2) then do (Set ISDamage[ISIndex[1]] = (Power((Real((Level of Ignis Strike for ISCaster[ISIndex[1]]))), 5.00))) else do (Do nothing)
- If ((Level of Ignis Strike for ISCaster[ISIndex[1]]) Equal to 3) then do (Set ISDamage[ISIndex[1]] = (Power((Real((Level of Ignis Strike for ISCaster[ISIndex[1]]))), 6.00))) else do (Do nothing)
- For each (Integer A) from 1 to 10, do (Actions)
- Loop - Actions
- Set ISDummyPoint1[ISIndex[1]] = (ISCasterPoint[ISIndex[1]] offset by ISAoe[ISIndex[1]] towards ISAngle[ISIndex[1]] degrees)
- Unit - Create 1 Ignis Strike[Flame] for ISOwner[ISIndex[1]] at ISDummyPoint1[ISIndex[1]] facing ISCasterPoint[ISIndex[1]]
- Set ISDummy1[ISIndex[1]] = (Last created unit)
- Unit Group - Add ISDummy1[ISIndex[1]] to ISDummyGroup2[ISIndex[1]]
- Unit - Set the custom value of ISDummy1[ISIndex[1]] to (Integer(ISAngle[ISIndex[1]]))
- Set ISAngle[ISIndex[1]] = (ISAngle[ISIndex[1]] + 36.00)
- Loop - Actions
- Unit - Create 1 Ignis Strike[Invisible] for ISOwner[ISIndex[1]] at ISCasterPoint[ISIndex[1]] facing ISCasterPoint[ISIndex[1]]
- Set ISDummy4 = (Last created unit)
- Unit - Set the custom value of ISDummy4 to ISIndex[1]
- Unit Group - Add ISDummy4 to ISDummyGroup
- Custom script: call RemoveLocation(udg_ISCasterPoint[udg_ISIndex[1]])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Ignis Strike Periodic
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- (ISDummyGroup is empty) Equal to False
- Actions
- Unit Group - Pick every unit in ISDummyGroup and do (Actions)
- Loop - Actions
- Set ISDummy4 = (Picked unit)
- Set ISIndex[2] = (Custom value of ISDummy4)
- Set ISAngle2[ISIndex[2]] = (ISAngle2[ISIndex[2]] + 5.00)
- Set ISFlying[ISIndex[2]] = (ISFlying[ISIndex[2]] + 20.00)
- Unit Group - Pick every unit in ISDummyGroup2[ISIndex[2]] and do (Actions)
- Loop - Actions
- Set ISDummy1[ISIndex[2]] = (Picked unit)
- Set ISCasterPoint[ISIndex[2]] = (Position of ISCaster[ISIndex[2]])
- Set ISDummyPoint1[ISIndex[2]] = (ISCasterPoint[ISIndex[2]] offset by ISAoe[ISIndex[2]] towards ((Real((Custom value of ISDummy1[ISIndex[2]]))) + ISAngle2[ISIndex[2]]) degrees)
- Unit - Move ISDummy1[ISIndex[2]] instantly to ISDummyPoint1[ISIndex[2]]
- Animation - Change ISDummy1[ISIndex[2]] flying height to ISFlying[ISIndex[2]] at 0.00
- Custom script: call RemoveLocation(udg_ISCasterPoint[udg_ISIndex[2]])
- Custom script: call RemoveLocation(udg_ISDummyPoint1[udg_ISIndex[2]])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current flying height of ISDummy1[ISIndex[2]]) Greater than or equal to 1500.00
- Then - Actions
- Unit - Kill ISDummy1[ISIndex[2]]
- Unit - Kill ISDummy4
- Else - Actions
- Do nothing
- If - Conditions
- Loop - Actions
- Loop - Actions
- Unit Group - Pick every unit in ISDummyGroup and do (Actions)
- Events
Trigger:
- Ignis Strike Death
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of ISDummy4) Equal to Ignis Strike[Invisible]
- Actions
- Unit - Create 1 Ignis Strike[Meteor] for ISOwner[ISIndex[2]] at ISTargetPoint[ISIndex[2]] facing ISCasterPoint[2]
- Set ISDummy2[ISIndex[2]] = (Last created unit)
- Set ISDummyPoint2[ISIndex[2]] = (Position of ISDummy2[ISIndex[2]])
- Unit Group - Add ISDummy2[ISIndex[2]] to ISFlyingGroup2[ISIndex[2]]
- Unit - Create 1 Ignis Strike[Invisible] for ISOwner[ISIndex[2]] at ISDummyPoint2[ISIndex[2]] facing ISDummyPoint2[ISIndex[2]]
- Set ISDummy5 = (Last created unit)
- Unit - Set the custom value of ISDummy5 to ISIndex[2]
- Unit Group - Add ISDummy5 to ISFlyingGroup
- Custom script: call RemoveLocation(udg_ISTargetPoint[udg_ISIndex[2]])
- Events
Trigger:
- Ignis Strike Periodic 2
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- (ISFlyingGroup is empty) Equal to False
- Actions
- Unit Group - Pick every unit in ISFlyingGroup and do (Actions)
- Loop - Actions
- Set ISDummy5 = (Picked unit)
- Set ISIndex[3] = (Custom value of ISDummy5)
- Set ISFlying2[ISIndex[3]] = (ISFlying2[ISIndex[3]] - 30.00)
- Set ISFacingAngle[ISIndex[3]] = ((Facing of ISDummy2[ISIndex[3]]) + 30.00)
- Unit Group - Pick every unit in ISFlyingGroup2[ISIndex[3]] and do (Actions)
- Loop - Actions
- Set ISDummy2[ISIndex[3]] = (Picked unit)
- Animation - Change ISDummy2[ISIndex[3]] flying height to ISFlying2[ISIndex[3]] at 0.00
- Unit - Make ISDummy2[ISIndex[3]] face ISFacingAngle[ISIndex[3]] over 0.00 seconds
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Current flying height of ISDummy2[ISIndex[3]]) Less than or equal to 10.00
- Then - Actions
- Unit - Kill ISDummy2[ISIndex[3]]
- Unit - Kill ISDummy5
- Else - Actions
- Do nothing
- If - Conditions
- Loop - Actions
- Loop - Actions
- Unit Group - Pick every unit in ISFlyingGroup and do (Actions)
- Events
Trigger:
- Ignis Strike Death 2
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of ISDummy5) Equal to Ignis Strike[Invisible]
- Actions
- Unit - Create 1 Ignis Strike[Explosion] for ISOwner[ISIndex[3]] at ISDummyPoint2[ISIndex[3]] facing ISDummyPoint2[ISIndex[3]]
- Set ISDummy3[ISIndex[3]] = (Last created unit)
- Set ISDummyPoint3[ISIndex[3]] = (Position of ISDummy3[ISIndex[3]])
- Unit - Add a 2.00 second Generic expiration timer to ISDummy3[ISIndex[3]]
- Set ISDamageGroup[ISIndex[3]] = (Units within ISAoe[ISIndex[3]] of ISDummyPoint3[ISIndex[3]] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of ISOwner[ISIndex[3]]) Equal to True)))
- Unit Group - Pick every unit in ISDamageGroup[ISIndex[3]] and do (Actions)
- Loop - Actions
- Set ISTarget[ISIndex[3]] = (Picked unit)
- Unit - Cause ISCaster[ISIndex[3]] to damage ISTarget[ISIndex[3]], dealing ISDamage[ISIndex[3]] damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect attached to the chest of ISTarget[ISIndex[3]] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
- Special Effect - Destroy (Last created special effect)
- Loop - Actions
- Custom script: call RemoveLocation(udg_ISDummyPoint3[udg_ISIndex[3]])
- Custom script: call RemoveLocation(udg_ISDummyPoint2[udg_ISIndex[3]])
- Events
2- my question is: did my unit group leaks?