I am attempting to make a MUI seed of corruption type ability. I have a base ability to deal the damage over time, so only needed to trigger the AoE damage once the timer on the DoT runs out.
A unit starts the affect of an ability:
So, the if/then/else in the middle there, makes it so that I dont have to run the below trigger, if no one picks this ability. If you tell a trigger to turn on, and it is already on; can that cause a problem? I save the level of the ability, and the caster into global variables, for later use.
Every .2 seconds of game time it runs these actions:
This ability actually works, for a short time. Like, when I start a game, and start using it, the AoE works perfectly. After a short time in the game, the AoE (this trigger) just stops working. The DoT part, which is based on an existing skill, still works fine though.
No where in my map do I turn either of these triggers off.
Anyone know why this might be happening?
A unit starts the affect of an ability:
Code:
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Seed of Corruption (Channel)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Skills Seed loop <gen> is on) Equal to False
Then - Actions
Trigger - Turn on Skills Seed loop <gen>
Else - Actions
Set Seed_Level[(Player number of (Owner of (Target unit of ability being cast)))] = (Level of Seed of Corruption (Channel) for (Triggering unit))
Set Seed_Caster[(Player number of (Owner of (Target unit of ability being cast)))] = (Triggering unit)
Else - Actions
Every .2 seconds of game time it runs these actions:
Code:
Set UnitGroup = (Units in (Playable map area) matching (((Matching unit) has buff Seed of Corruption ) Equal to True))
Unit Group - Pick every unit in UnitGroup 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
((Picked unit) is in Seed_Group) Equal to False
((Picked unit) has buff Seed of Corruption ) Equal to True
Then - Actions
Unit Group - Add (Picked unit) to Seed_Group
Else - Actions
Unit Group - Pick every unit in Seed_Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Seed of Corruption ) Equal to False
Then - Actions
Unit Group - Remove (Picked unit) from Seed_Group
Set Seed_Damager = Seed_Caster[(Player number of (Owner of (Picked unit)))]
Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 411.00 of ((Position of (Picked unit)) offset by (0.00, 0.00)) matching (((Owner of (Matching unit)) is an enemy of (Owner of Seed_Damager)) Equal to True)) and do (Actions)
Loop - Actions
Unit - Cause Seed_Damager to damage (Picked unit), dealing (10.00 + (40.00 x (Real((Level of Seed of Corruption (Channel) for Seed_Damager))))) damage of attack type Spells and damage type Magic
Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
This ability actually works, for a short time. Like, when I start a game, and start using it, the AoE works perfectly. After a short time in the game, the AoE (this trigger) just stops working. The DoT part, which is based on an existing skill, still works fine though.
No where in my map do I turn either of these triggers off.
Anyone know why this might be happening?