Hey there!
Im a bit lost on how to finish this, i dont know if im on the right path to it. What i need is simple, just make all dummy units move towards the (killing unit), what am i missing?
Im a bit lost on how to finish this, i dont know if im on the right path to it. What i need is simple, just make all dummy units move towards the (killing unit), what am i missing?
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Sacrifice
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Events
- Unit - A unit Dies
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Conditions
- (Level of Sacrifice for (Killing unit)) Equal to 1
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Actions
- Set VariableSet Sacrifice_TU = (Killing unit)
- Set VariableSet Sacrifice_Loc[1] = (Position of Sacrifice_TU)
- Set VariableSet Sacrifice_Loc[2] = (Position of (Picked unit))
- Set VariableSet Sacrifice_Loc[3] = (Sacrifice_Loc[2] offset by 15.00 towards (Angle from Sacrifice_Loc[2] to Sacrifice_Loc[1]) degrees.)
- Unit - Create 1 Dummy Sacrifice for (Owner of Sacrifice_TU) at (Position of (Dying unit)) facing (Angle from Sacrifice_Loc[2] to Sacrifice_Loc[1]) degrees
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Sacrifice_DummyGroup is empty) Not equal to True
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Then - Actions
- Trigger - Turn on Sacrifice Loop <gen>
- Else - Actions
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If - Conditions
- Unit Group - Add (Last created unit) to Sacrifice_DummyGroup
- Custom script: call RemoveLocation(udg_Sacrifice_Loc[1])
- Custom script: call RemoveLocation(udg_Sacrifice_Loc[2])
- Custom script: call RemoveLocation(udg_Sacrifice_Loc[3])
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Events
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Sacrifice Loop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in Sacrifice_DummyGroup and do (Actions)
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Loop - Actions
- Set VariableSet Sacrifice_Loc[1] = (Position of Sacrifice_TU)
- Set VariableSet Sacrifice_Loc[2] = ((Position of (Picked unit)) offset by 15.00 towards (Angle from (Position of (Picked unit)) to Sacrifice_Loc[1]) degrees.)
- Unit - Move (Picked unit) instantly to Sacrifice_Loc[2], facing (Angle from Sacrifice_Loc[2] to Sacrifice_Loc[1]) degrees
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Distance between Sacrifice_Loc[2] and Sacrifice_Loc[1]) Less than or equal to 20.00
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Then - Actions
- Hero - Modify Intelligence of Sacrifice_TU: Add 1.
- Set VariableSet Sacrifice_IntGain = (Sacrifice_IntGain + 1)
- Ability - Set Extended Tooltip of Sacrifice to (Collects the souls of the enemies slain by the Cursed Noble, each soul gives |cff0080C01 intelligence|r. Because of the pact, all souls are lost on death. |n|n|cff0080C0Souls Collected: + ((String(Sacrifice_IntGain)) + .|r)) for level 0
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Unit Group - Pick every unit in Sacrifice_DummyGroup and do (Actions)
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Loop - Actions
- Special Effect - Create a special effect at Sacrifice_Loc[2] using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
- Special Effect - Set Scale of (Last created special effect) to 2.00
- Special Effect - Destroy (Last created special effect)
- Hashtable - Clear all child hashtables of child (Key (Picked unit).) in Hashtable.
- Unit Group - Remove (Picked unit) from Sacrifice_DummyGroup.
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Custom script: call RemoveLocation(udg_Sacrifice_Loc[1])
- Custom script: call RemoveLocation(udg_Sacrifice_Loc[2])
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Sacrifice_DummyGroup is empty) Equal to True
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Unit Group - Pick every unit in Sacrifice_DummyGroup and do (Actions)
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Events