Iv'e been creating an ability with triggers but it seems like my triggers doesn't execute can you guys help me find and fix this problem?
Here are the triggers:
Here are the triggers:
-
Circle Of Death Config
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Circle Of Destruction
-
Actions
- -------- Dont Change this unless there are bugs! --------
- -------- Start of Config --------
- -------- -------- --------
- Set CFD_Ability = Circle Of Destruction
- -------- -------- --------
- Set CFD_Debuff = Collapsing Death
- -------- -------- --------
- Set CFD_Dummy = Circle Of Destruction Dummy
- -------- -------- --------
- Set Damage_Group = (Units owned by (Random player from (All enemies of Player 1 (Red))))
- -------- -------- --------
- Set CFD_Lvl = (Level of Circle Of Destruction for (Triggering unit))
- -------- -------- --------
- -------- Stats Each Level --------
- -------- -------- --------
- Set CFD_Damage[1] = 100.00
- Set CFD_Damage[2] = 150.00
- Set CFD_Damage[3] = 200.00
- -------- -------- --------
- Set CFD_DamageOvertime[1] = 20.00
- Set CFD_DamageOvertime[2] = 40.00
- Set CFD_DamageOvertime[3] = 60.00
- -------- -------- --------
- Set CFD_Radius[1] = 200.00
- Set CFD_Radius[2] = 250.00
- Set CFD_Radius[3] = 300.00
- -------- -------- --------
- Set CFD_DebuffDuration[1] = 5.00
- Set CFD_DebuffDuration[2] = 10.00
- Set CFD_DebuffDuration[3] = 15.00
- -------- -------- --------
- -------- Special Effects & Animations --------
- -------- -------- --------
- Set CFD_Height = 50.00
- -------- -------- --------
- Set CFD_ALPHA = 200
- Set CFD_GREEN = 250
- Set CFD_RED = 178
- Set CFD_Blue = 160
- -------- -------- --------
- Set CFD_FX = Abilities\Spells\Undead\RegenerationAura\ObsidianRegenAura.mdl
- Set CFD_DebuffFx = Abilities\Weapons\WitchDoctorMissile\WitchDoctorMissile.mdl
- Set CFD_DebuffAttachment = overhead
- -------- -------- --------
- -------- End of Config --------
- Trigger - Run Circle Of Death Execution <gen> (ignoring conditions)
-
Events
-
Circle Of Death Execution
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Circle Of Destruction
-
Actions
- -------- ------ --------
- -------- Animation For the Dummy Unit --------
- -------- ------ --------
- -------- ------ --------
- -------- Spell Var --------
- -------- ------ --------
- Set CFD_Caster = (Casting unit)
- Set CFD_Point = (Target point of ability being cast)
- Set CFD_Target = (Picked unit)
- -------- ------ --------
- -------- Filtering The Damage Group --------
- -------- ------ --------
-
Unit Group - Pick every unit in Damage_Group and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Circle Of Destruction for CFD_Caster) Greater than or equal to 1
- (CFD_Target belongs to an enemy of Player 1 (Red)) Equal to True
-
Then - Actions
- -------- ------ --------
- Unit - Create 1 for Neutral Passive at CFD_Point facing Default building facing degrees
- -------- ------ --------
- Unit - Cause CFD_Dummy to damage circular area after 0.00 seconds of radius CFD_Radius[CFD_Lvl] at CFD_Point, dealing CFD_Damage[CFD_Lvl] damage of attack type Spells and damage type Normal
- Unit - Add a 10.00 second Generic expiration timer to CFD_Dummy
- -------- ------ --------
- -------- Animation For the Dummy Unit --------
- -------- ------ --------
- Animation - Play CFD_Dummy's CFD_FX animation
- Animation - Change CFD_Dummy's vertex coloring to (100.00%, 60.00%, 20.00%) with 100.00% transparency
- Animation - Change CFD_Dummy flying height to CFD_Height at 0.00
- -------- ------ --------
- -------- Special Effects --------
- -------- ------ --------
- Special Effect - Create a special effect at CFD_Point using CFD_FX
- -------- ------ --------
- -------- Destroy the last effect created to prevent leaks --------
- -------- ------ --------
- Special Effect - Destroy (Last created special effect)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- ------ --------
- -------- Destroying the Unit Group --------
- -------- Removing Leaks --------
- -------- ------ --------
- Custom script: call RemoveLocation(udg_CFD_Point)
- Custom script: call DestroyGroup(udg_Damage_Group)
- Trigger - Run Collapsing Death Debuff <gen> (ignoring conditions)
-
Events
-
Collapsing Death Debuff
- Events
- Conditions
-
Actions
- -------- ------ --------
- -------- Debuff Var --------
- -------- ------ --------
- Set Damage_Group = (Units owned by (Random player from (All enemies of Player 1 (Red))))
- Set CFD_Target = (Picked unit)
- -------- ------ --------
- -------- ------ --------
- -------- ------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (CFD_Target has buff Collapsing Death ) Equal to True
- (CFD_Target is Summoned) Equal to False
- (CFD_Target is Mechanical) Equal to False
- (CFD_Target is Magic Immune) Equal to False
- (CFD_Target is Summoned) Equal to False
-
Then - Actions
- -------- ------ --------
- -------- Filtering the units that will get the debuff --------
- -------- ------ --------
-
Unit Group - Pick every unit in Damage_Group and do (Actions)
-
Loop - Actions
- Unit - Grant shared vision of CFD_Target to Player 1 (Red)
- -------- ------ --------
- -------- Damage and Damage Overtime --------
- -------- ------ --------
- Countdown Timer - Start (Expiring timer) as a One-shot timer that will expire in CFD_DebuffDuration[CFD_Lvl] seconds
- Unit - Cause CFD_Caster to damage CFD_Target, dealing CFD_DamageOvertime[CFD_Lvl] damage of attack type Spells and damage type Normal
- -------- ------ --------
- -------- Making the Special Effects --------
- -------- ------ --------
- Special Effect - Create a special effect attached to the CFD_DebuffAttachment of CFD_Target using CFD_DebuffFx
- -------- ------ --------
- -------- Destroy the special effect --------
- -------- ------ --------
- Special Effect - Destroy (Last created special effect)
-
Loop - Actions
-
Else - Actions
- Custom script: call DestroyGroup(udg_Damage_Group)
-
If - Conditions