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About my spell

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Level 3
Joined
May 13, 2009
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41
Hi all i want ask you about this my 1st spell and i very confuse what is the wrong?? the ball didn't move forward
  • Lightning Ball Begin
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Lightning Path
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • LP_Integer[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Lightning Ball Move <gen>
        • Else - Actions
      • Set LP_Integer[1] = (LP_Integer[1] + 1)
      • Set LP_Integer[2] = (LP_Integer[2] + 1)
      • Set LP_Caster[LP_Integer[2]] = (Triggering unit)
      • Set LP_Location = (Position of LP_Caster[LP_Integer[2]])
      • Set LP_Location2 = (Target point of ability being cast)
      • Set LP_Angle[LP_Integer[2]] = (Angle from LP_Location to LP_Location2)
      • Set LP_Tick[LP_Integer[2]] = 21
      • Unit - Create 1 Lightning Ball Dummy for (Owner of LP_Caster[LP_Integer[2]]) at LP_Location facing Default building facing degrees
      • Set LP_Dummy[LP_Integer[2]] = (Last created unit)
      • Set LP_DummyPoint = (Position of LP_Dummy[LP_Integer[2]])
      • Lightning - Create a Forked Lightning lightning effect from source LP_Location to target LP_DummyPoint
      • Set LP_Lightning[LP_Integer[2]] = (Last created lightning effect)
      • Custom script: call RemoveLocation ( udg_LP_Location2 )
      • Custom script: call RemoveLocation ( udg_LP_DummyPoint )
and
  • Lightning Ball Move
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer LP_Integer[3]) from 1 to LP_Integer[2], do (Actions)
        • Loop - Actions
          • Set LP_DummyPoint = (Position of LP_Dummy[3])
          • Set LP_Location2 = (LP_DummyPoint offset by 50.00 towards LP_Angle[LP_Integer[3]] degrees)
          • Unit - Move LP_Dummy[LP_Integer[3]] instantly to LP_Location2
          • Lightning - Move LP_Lightning[LP_Integer[3]] to source LP_Location and target LP_DummyPoint
          • Set LP_Strike[LP_Integer[3]] = (Units within 125.00 of LP_DummyPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of L
          • Unit Group - Pick every unit in LP_Strike[LP_Integer[3]] and do (Actions)
            • Loop - Actions
              • Unit - Create 1 Lightning Ball Dummy Slower for (Owner of LP_Caster[LP_Integer[3]]) at LP_DummyPoint facing Default building facing degrees
              • Unit - Hide (Last created unit)
              • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Weapons\Bolt\BoltImpact.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause LP_Caster[LP_Integer[3]] to damage (Picked unit), dealing (75.00 x (Real((Level of Lightning Path for LP_Caster[LP_Integer[3]])))) damage of attack type Spells and damage type Normal
              • Unit Group - Add (Picked unit) to LP_NonStrike[LP_Integer[3]]
          • Special Effect - Create a special effect at LP_DummyPoint using Abilities\Weapons\Bolt\BoltImpact.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation ( udg_LP_DummyPoint )
          • Custom script: call RemoveLocation ( udg_LP_Location2 )
          • Custom script: call DestroyGroup ( udg_LP_Strike[udg_LP_Integer[3]] )
          • Set LP_Tick[LP_Integer[3]] = (LP_Tick[LP_Integer[3]] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • LP_Tick[LP_Integer[3]] Equal to 0
            • Then - Actions
              • Unit - Kill LP_Dummy[LP_Integer[3]]
              • Lightning - Destroy LP_Lightning[LP_Integer[3]]
              • Unit Group - Remove all units from LP_NonStrike[LP_Integer[3]]
              • Trigger - Turn off (This trigger)
            • Else - Actions
This is my spell 1st it's didn't MUI and i want to make it MUI but i can't it's always error
 

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  • Lightning Path v1.0 MUI Error.w3x
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