Why does this not work? Detecting damage from storm bolt casted by dummy

Furberg

Ultra Cool Member
Reaction score
45
So i need to detect damage from a dummy unit, but it doesn't seem to work quite. Non of the wanted action acquers. Here is the 2 triggers from the spell:

Code:
Axe
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Axe 
    Actions
        Set unitAxeCaster = (Triggering unit)
        Unit - Create 1 Dummy 3 for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Unit - Set level of Axe (dummy)  for (Last created unit) to (Level of Axe  for (Triggering unit))
        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
        Trigger - Add to Detect collide <gen> the event (Unit - (Target unit of ability being cast) Takes damage)

and

Code:
Detect collide
    Events
    Conditions
        (Unit-type of (Damage source)) Equal to Dummy 3
    Actions
        Unit - Cause unitAxeCaster to damage (Target unit of ability being cast), dealing ((0.25 x (Real((Level of Axe  for unitAxeCaster)))) + (Real((Strength of unitAxeCaster (Include bonuses))))) damage of attack type Spells and damage type Normal
        Unit - Create 1 Dummy 2 for (Owner of (Triggering unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
        Unit - Set level of Axe (dummy)  for (Last created unit) to (Level of Axe  for unitAxeCaster)
        Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
        Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
 

Flare

Stops copies me!
Reaction score
662
There is no Target Unit of Ability Being cast in Detect Collide <gen>. Change it to Triggering Unit (you should also force the Damage Source to instigate the Unit - Damage Target, since unitAxecaster may be overwritten, just disable/enable your trigger to prevent infinite loops. For the stat-based damage, set custom value of dummy to (hero STR) and add the hero's ability to the dummy unit)
 
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